Nifflas' Support Forum

Being Creative => Development Showcase => Topic started by: rrc2soft on February 28, 2009, 23:05:48

Title: [V1.0a] Knytt Stories DS
Post by: rrc2soft on February 28, 2009, 23:05:48
What?
Knytt Stories DS (KSDS) is a remake  ;) of Knytt Stories for the Nintendo DS.

How?
It is a homebrew game, you will be able to play PC levels almost directly (just need to convert music to mp3 and raw), and it is free (and playable using homebrew devices (http://www.joystiq.com/2008/05/24/ds-fanboys-week-of-homebrew)).

When?
NOW!

Where?
You can download it in the KSDS Website (http://www.rodrigoroman.com/rrc2soft/nds_dsknytt.html).

(I'll upload an updated video when my brother lend me a DS lite, you can check some gameplay HERE (http://www.youtube.com/watch?v=tV1TVJujTrU))
Title: Re: [WIP] Knytt Stories DS
Post by: StaticRomantic on February 28, 2009, 23:33:38
i  <3 u

this looks great. cant wait. love the DS homebrew scene.
imagine if the editor was ported to the DS too...  :whoa:
keep it up!
Title: Re: [WIP] Knytt Stories DS
Post by: Kasran on March 01, 2009, 00:57:04
imagine if the editor was ported to the DS too...  :whoa:
He said on the old forum that he wouldn't do that. :/
Title: Re: [WIP] Knytt Stories DS
Post by: Razzorman on March 01, 2009, 01:09:04
this looks great. cant wait.
I ate. Bless this plate! That rhymes. X)

Anyways, its god to see that you are still working on this. I thought it was abandoned for a while, but then again, I was never really keeping track of it. :P
Title: Re: [WIP] Knytt Stories DS
Post by: StaticRomantic on March 01, 2009, 01:56:32
is it possible to actually just port KS to the DS? :huh:
Title: Re: [WIP] Knytt Stories DS
Post by: Mr. Monkey on March 01, 2009, 02:01:32
You would also need to port all of the required libraries, violating various license agreements regarding reverse-engineering.

It would be a great pain to port it all, as well, considering the sources for everything involved aren't available, and it's a pain without them (even a pain with them :P).  I think it's actually easier to try to emulate it with a remake :)
Title: Re: [WIP] Knytt Stories DS
Post by: Joozey on March 02, 2009, 10:15:44
I remember this was discussed before :P. It's a remake.

Can't wait to see it released  X)
Title: Re: [WIP] Knytt Stories DS
Post by: Pumpkinbot on March 06, 2009, 17:51:30
Will this run on a Games 'n Music card? Yes, they suck, but it's all I got.  :moody: 'Cause I would love to play The Machine or AUA while on the road. ^.^
Title: Re: [WIP] Knytt Stories DS
Post by: EarthBound015 on March 06, 2009, 18:08:38
I wonder the same thing, but I am almost doubting it will.  I have a GnM and also a CycloDS (I dont use my GnM anymore but it is nice to have around in case people need help with it.).  The GnM is kind of slow, but that doesn't mean you should give up hope, people said a lot of things couldn't be done with GnM, I had pretty much everything running on it (including QuakeDS) :) .
Title: Re: [WIP] Knytt Stories DS
Post by: Joozey on March 06, 2009, 20:20:25
If it wont work, is it a big problem to buy an R4 adapter for 11 dollar?
Title: Re: [WIP] Knytt Stories DS
Post by: Saml on April 09, 2009, 02:48:56
(kinda sorta offtopic) I know this [probly] won't ever be published, but I thought up some KSDS box art:

One problem, though: the credits go off the edge... And I can't fix it, 'cause it's already a PNG and I [foolishly] got rid of all the source images...  :oops:
Title: Re: [WIP] Knytt Stories DS
Post by: Wanderer on April 09, 2009, 03:23:25
Omigawsh! Thanks a lot for this! :D Perfect to go with my new DSi. (Which I am posting this post from. Another thing for Singapore! :D
Title: Re: [WIP] Knytt Stories DS
Post by: Joozey on April 10, 2009, 12:28:40
Looking very nice :)
Title: Re: [WIP] Knytt Stories DS
Post by: Hempuli on April 18, 2009, 09:04:57
is it possible to actually just port KS to the DS? :huh:

It isn't, since KS is made with MMF 2, which uses it's whole own way of coding/representing information. Someone should first make a program that'd transform MMF 2's .mfa -files to C, since for what I know, DS understand only C.
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on April 24, 2009, 02:17:15
(kinda sorta offtopic) I know this [probly] won't ever be published, but I thought up some KSDS box art:

(Cool image)

One problem, though: the credits go off the edge... And I can't fix it, 'cause it's already a PNG and I [foolishly] got rid of all the source images...  :oops:

(Crawls out of his work hell)

Looks veeeery nice  :D... if you don't mind, I'll adopt it as the "official" case for KSDS  C).

(Goes back to work hell... sorry guys for having no updates...)
Title: Re: [WIP] Knytt Stories DS
Post by: Strange Darkness on April 25, 2009, 06:12:40
(kinda sorta offtopic) I know this [probly] won't ever be published, but I thought up some KSDS box art:

(Cool image)

One problem, though: the credits go off the edge... And I can't fix it, 'cause it's already a PNG and I [foolishly] got rid of all the source images...  :oops:

(Crawls out of his work hell)

Looks veeeery nice  :D... if you don't mind, I'll adopt it as the "official" case for KSDS  C).

(Goes back to work hell... sorry guys for having no updates...)

Goes back to work hell... sorry guys for having no updates
 XD XD XD

no problem  :^^: im willing to wait
Title: Re: [WIP] Knytt Stories DS
Post by: Feline Monstrosity on April 25, 2009, 15:50:38
I was bored.
Title: Re: [WIP] Knytt Stories DS
Post by: Kasran on April 25, 2009, 16:53:32
Licensed by Nintendo? What is this, Night Game?

ooh I went there
Title: Re: [WIP] Knytt Stories DS
Post by: Mr. Monkey on April 25, 2009, 18:53:20
Also, this game has never been rated by the ESRB, so it is wrong to put the "Rating E for EVERYONE" labels on the box art :I
Title: Re: [WIP] Knytt Stories DS
Post by: BloxMaster on April 25, 2009, 19:32:43
It's a theoretical rendering of what Feline Monstrosity thinks it could look like. So there isn't a need to be technical. But anyway. I like it.
Title: Re: [WIP] Knytt Stories DS
Post by: googoogjoob on April 25, 2009, 19:47:46
It needs one of those "rating may change 'cause of user-created content" dealies.
Title: Re: [WIP] Knytt Stories DS
Post by: Strange Darkness on April 26, 2009, 02:01:13
Licensed by Nintendo? What is this, Night Game?

ooh I went there
Ohh he went there, he went there  X)

but anyway its very nice and if there ever will be a box for Knytt stories, i hope that would be it  :)
Title: Re: [WIP] Knytt Stories DS
Post by: Salmoneous on April 26, 2009, 08:55:04
ooh I went there

Dont have freagin problems and be nice.

And it wouldnt get licensed by Nintendo if it will be for homebrew, right?
Title: Re: [WIP] Knytt Stories DS
Post by: Kasran on April 26, 2009, 14:42:08
ooh I went there

Dont have freagin problems and be nice.

And it wouldnt get licensed by Nintendo if it will be for homebrew, right?
I was making a joke! Don't be so fricken sensitive. Gahd.
9_9
Title: Re: [WIP] Knytt Stories DS
Post by: Joozey on April 27, 2009, 09:25:05
If usermade levels are possible, this thing can hold up to 8 (perhaps 16) GB of levels, as that's the largest size of a mini SD card. (in 2011, this is expected to be 128 GB according to Sandisk). The levels don't need to be loaded immediately into virtual memory, that can be done when needed. In virtual memory you can, of course, store way less. Can't remember how much exactly, but not a whole lot.
Title: Re: [WIP] Knytt Stories DS
Post by: Feline Monstrosity on April 27, 2009, 17:25:37
The picture is what it would look life if Nintendo licensed it and it wasn't homebrew! The credits at the bottom were an afterthought, no need to criticise technicalities. Also Saml rated it E.
Title: Re: [WIP] Knytt Stories DS
Post by: Mr. Monkey on April 27, 2009, 18:14:38
Indeed, Saml did, but what I said also applied to Saml's box art; or at least I intended it to.  I am sorry if you thought I was only criticizing yours :(
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on May 20, 2009, 00:09:44
I finally got some free time back... and some of the most problematic stuff I needed to fix (alpha blending and some graphic glitches) are finally solved!!!!

 :crazy: :crazy: :crazy: :crazy: :crazy: :crazy:

Anyway... I hope soon I'll release a public alpha version where the Tutorial is fully playable. There is still a looooong way to go... but you guys have been waiting for almost one year, so it is time I give you something real to try in a real DS C)p C)p C)p

(Goes back to the working table... tries to squeeze some more free time...)
Title: Re: [WIP] Knytt Stories DS
Post by: Joozey on May 20, 2009, 14:03:31
Yaaaay
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on May 20, 2009, 15:15:16
This makes me so happy that I bought a CycloDS Evo device last week  XD
Title: Re: [WIP] Knytt Stories DS
Post by: Feline Monstrosity on May 20, 2009, 16:35:11
I'm just about to do the same thing! C)p
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on June 06, 2009, 02:56:08
Alpha version Released (http://www.rrc2soft.com/nds_dsknytt.html).

Why Alpha? It is not complete, although you can "play" with it as much as you want :-). 
BTW: If it doesn't work with your flashcart, please tell me ;-)
Title: Re: [WIP] Knytt Stories DS
Post by: Evil on June 06, 2009, 03:14:41
YESH!

Now time to find my flash cart...
Title: Re: [WIP] Knytt Stories DS
Post by: betasword on June 06, 2009, 14:03:51
Interestingly enough, the first normal level I tried that actually worked (the rest crashed due to an apparent lack of world.ini, even when a world.ini was present) was Gaia. So I guess very large worlds aren't a problem at all.

Of course, the place does seem to be a bit less populated than it should, though with not everything in yet, that makes sense.

Also, I did happen upon a small graphical anomaly, illustrated best with pictures:

(http://img.photobucket.com/albums/v190/BetaSword/1244289363.jpg)

(http://img.photobucket.com/albums/v190/BetaSword/1244290149.jpg)

(http://img.photobucket.com/albums/v190/BetaSword/1244290325.jpg)

Note how the top waterfall tiles overlap the text box. The bottom of the text box seems to usually be unaffected, but can be seen being partially overlapped if you jump, in certain situations. That is more easily visible with the Baffintown sign.

Besides that, the only off things I've noticed are just small things in Juni's movement and collision detection. She appears to hover one pixel above the ground, and hits walls while facing right several pixels before the actual wall. This can also be seen while climbing walls facing right. Left seems to be ok, but may be off, too. Also, jumping could use a smoother arc, but is functionally fine. There also appear to be a few pixels in the running, walking, and jumping animations that aren't the correct transparency color.

Other than those small issues, this is shaping up to be absolutely FANTASTIC. It's really quite awesome how well Knytt Stories translates to the DS.

The only other thing I'd suggest adding is making one of the buttons switch between the mini-map and world map on the top screen. Other than that, I'd say it's good.
Title: Re: [WIP] Knytt Stories DS
Post by: Kasran on June 06, 2009, 17:18:33
Holy crap alpha released. I need to get a flashcart.
Title: Re: [WIP] Knytt Stories DS
Post by: Olly on June 06, 2009, 20:10:05
Oh, the topic's in development showcase aha, that's why I missed it. But yeah, thanks rrc2soft, this looks fantastic :).
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on June 06, 2009, 21:41:32
Stuff I noticed in the tutorial level:
* High Jump seems to have Juni hover when reaching the highest point in the jump, also when hitting the ceiling.
* The savespots look kinda weird when activated
* When I climb I often tend to press the up arrow, the right or left arrow depending on the wall and the jump up at the same time.
  - This causes some very irritating shaking in the picture on the DS.
       - Maybe the screens reaction to Juni's movement could be delayed a bit?
  - In addition, jumping while climbing doesn't work all that well compared to the original game
* Noticed: In the tutorial, at the map where you learn to jump. When panning all the way to the right the pixels at the last step is stretched.
  - Scratch that! Though it is also true... deeper investigation reveals:
  - Actually it seems the pixels (vertically) which are approximately 13-15 pixels from the left edge of the screen seems to be stretched from 1 pixel to 2.
       - This becomes pretty obvious when looking at textured tiles.
* When jumping with the umbrella you can jump the same height as without. In the actual game you can't jump as high with umbrella open.
* Ghosts seem to move faster than in the original game. This isn't a problem, just something I noticed.
* Detector Glow has a pretty sharp edge
* You aren't transparent when using illusion, and it can't be activated by pressing down twice in a row
* The Illusion power-up isn't animated.
* Smoke behaves differently when dieing.
* Juni-icon isn't present on the mini-map when close to the left edge of the map.
*

Bugs in other levels:
* In Sinix's Island of Mimir:
* link: http://www.knyttlevels.com/levels/Sinix%20-%20IslandofMimir010.knytt.bin (http://www.knyttlevels.com/levels/Sinix%20-%20IslandofMimir010.knytt.bin)
    - Had a crash when jumping down the cliff from one map to another, didn't happen second time I tried. I wonder.
        - Third time: Seems to happen when I slide down the broken bridge
        - Forth time: just jumped, crash happened when the maps should change. hmm...

* In Ace's Portal Concept (edited edition):
* link: http://www.knyttlevels.com/levels/Ace%20-%20Portal%20Concept%20v1.1%20edit%20by%20LightningEagle.knytt.bin (http://www.knyttlevels.com/levels/Ace%20-%20Portal%20Concept%20v1.1%20edit%20by%20LightningEagle.knytt.bin)
    - Save setting for shifts: doesn't work
    - Shift on touch setting can be devastating when two shifts sends you back and forth...
        - this behaves nicely in the actual KS game

* In Nifflas' The Machine:
* link: not necessary
    - The fading brown color from Deafult Tileset 9 doesn't really fade that much. It does, but it's not very pretty :/

Other stuff:
* Would be awesome if you could make the buttons in the menus react in some way when pressed or when moving the stylus over it
* I sure hope custom objects will be implemented at some point.

This is freaking awesome already XD
Hope you can use all or some of this information in some way, if not: ignore it :O

Looking forward to the next release, this one has already blown my mind.
Ganbatte! :)
Title: Re: [WIP] Knytt Stories DS
Post by: zztfox on June 07, 2009, 00:15:27
How would one go about posting versions of pre-exsisting levels that have the cutscenes redone to fit on both screens on the DS?   

I ask this because I have started redoing all the cutscenes in GAIA for personal use, but would like to redistrubute to the community if there is a way.
Title: Re: [WIP] Knytt Stories DS
Post by: Pumpkinbot on June 07, 2009, 02:30:57
I wish I could find my Games'n'Music card (or, better yet, buy a better one) so I could play this... :sad:
Title: Re: [WIP] Knytt Stories DS
Post by: algarcia on June 07, 2009, 08:25:41
i was expecting the release for a long time, and i found out about it on tinycartridge.com and downloaded it right away. i tried the tutorial and works great with my R4, no need to patch. Then I copied Sky Flower to my desktop, converted the music files (I already had Audicity since I use it regularly) and had to download this other software to convert the ambiance and everyhing worked.

There are some things that could be better, but the fact of being able to play this on the DS is really nice. I dont know if the issues can or will be addressed anytime, but it would be great in order to enhace the playability. Some of them are: sound effects (you cant hear Juni walking or the sound that comes out when you wall on water) and the long time it takes to load from one scene to another (which fucks the whole game on games like skyflower where you need it to be fast).

I posted two pictures taken with my mobile to twitter using the hashtag #KSDS.

I think the Item Bar on the top screen should have a dark background and the level name too, with a sans serif font, but that's on my own personal opinion. I know this is an alpha and im really glad Rodrigo made it this far.
Title: Re: [WIP] Knytt Stories DS
Post by: Dynamite on June 07, 2009, 08:31:57
How do I play this on my DS? I thought it was going to be sold in the shops?  :sad:
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on June 07, 2009, 09:11:20
no!

KSDS Internal error

[Eo9]Not Found
Juni-0
U:17320/f:2487408

do you know whats wrong?
(acekard 2)


nvm, i forgot to read the readme
(needed to put it on the root)
Title: Re: [WIP] Knytt Stories DS
Post by: googoogjoob on June 07, 2009, 09:25:51
How do I play this on my DS? I thought it was going to be sold in the shops?  :sad:

How?
It is a homebrew game, you will be able to play PC levels almost directly (just need to convert music to mp3 and raw), and it will be free (and playable using homebrew devices (http://www.joystiq.com/2008/05/24/ds-fanboys-week-of-homebrew)).
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on June 07, 2009, 14:59:25
How do I play this on my DS? I thought it was going to be sold in the shops?  :sad:
No, since it's homebrew you'll need a homebrew device for your DS (Wiki list of devices (http://en.wikipedia.org/wiki/Nintendo_DS_storage_devices)). There're many options but as far as I'm aware some of the best and most popular are CycloDS Evolution (have this one myself) or R4. KSDS works perfectly fine with the CycloDS Evo device and algarcia mentioned that this is the case for the R4 too.

And since it isn't sold in shops, it's like... free :)
Well, the devices aren't free but they're affordable and KSDS isn't the only neat homebrew up for download.


Some homebrew games out there:
KSDS, (naturally)
Warcraft Tower Defence,
LemmingsDS, (this is great, really :D)
Legion,
Natura no Story,
Take the Eggs,
Glubies Planet DS,
Brix DS,

( and my personal favorite: )
Lone Wolf DS
 - Flight from the Darkness
 - Fire on the Water


         
Other cool applications:
Moonshell,
Colors,
UAPaint,
Eigenmath,
ComicBookDS, (Works better than you might think)
ScummVM (yay for The Secret of Monkey Island)



Well, that's a few of the best I've encountered.
Wiki has a list: http://en.wikipedia.org/wiki/List_of_Nintendo_DS_Homebrew
Title: Re: [WIP] Knytt Stories DS
Post by: asparrowgoose on June 07, 2009, 19:29:42
I keep getting [EO9]Not Found Juni-O U:1730/ F:2487408 message when I try to boot up the game on my R4...what do I do?

The readme won't load up either. God I'm no good at getting things to work on flashcarts =P

______________________________
Never mind, got it sorted. It works very well! No sound effects is a little dissapointing, but it's still fantastic!

Now, I will be hopeless in trying to get a story to work on it...I don't suppose there's any chance of people uploading folders of stories they have gotten to work with the game? It would save alot of stress and hassle, and I'd be so grateful to be able to play The Machine on my DS!
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on June 08, 2009, 00:00:59
Interestingly enough, the first normal level I tried that actually worked (the rest crashed due to an apparent lack of world.ini, even when a world.ini was present) was Gaia. So I guess very large worlds aren't a problem at all.


Which are the levels that crashed?


Also, I did happen upon a small graphical anomaly, illustrated best with pictures:

(http://img.photobucket.com/albums/v190/BetaSword/1244289363.jpg)


Yup, I know about that one. It's a problem with the priorities of the sprites, and I hope to solve it sooner than later.


Besides that, the only off things I've noticed are just small things in Juni's movement and collision detection. She appears to hover one pixel above the ground, and hits walls while facing right several pixels before the actual wall. This can also be seen while climbing walls facing right. Left seems to be ok, but may be off, too. Also, jumping could use a smoother arc, but is functionally fine. There also appear to be a few pixels in the running, walking, and jumping animations that aren't the correct transparency color.


Oh, those ones... that's an heritage of when I started to work in the physics of the game. I'll leave that for the end, because I'm sure I'll get some headaches solving those bugs (sorry for being so lazy...)



Other than those small issues, this is shaping up to be absolutely FANTASTIC. It's really quite awesome how well Knytt Stories translates to the DS.


 :oops:



The only other thing I'd suggest adding is making one of the buttons switch between the mini-map and world map on the top screen. Other than that, I'd say it's good.


Already though on that... but I need to see how the engine can deal automatically with maps that have flags / warpers / etc...

----------------------- :juni: :juni: :juni:  -----------------------

Stuff I noticed in the tutorial level:
...

Some are bugs (need to solve!), some are lazy coding (sorry!), and some are "I don't have the source + Multimedia Fusion 2 so the game cannot be 1:1". Thanks for pointing them out!

Bugs in other levels:
...

Be sure I'll check those bugs. Thanks!

Other stuff:
* Would be awesome if you could make the buttons in the menus react in some way when pressed or when moving the stylus over it
* I sure hope custom objects will be implemented at some point.

About reactive buttons...yup. About custom objects... wish me the best  :oops:

This is freaking awesome already XD

 :oops:

----------------------- :juni: :juni: :juni: -----------------------

There are some things that could be better, but the fact of being able to play this on the DS is really nice. I dont know if the issues can or will be addressed anytime, but it would be great in order to enhace the playability. Some of them are: sound effects (you cant hear Juni walking or the sound that comes out when you wall on water) and the long time it takes to load from one scene to another (which fucks the whole game on games like skyflower where you need it to be fast).

Sound effects will be introduced. About slow map loading, I'll either a) add a cache in the flashcart or b) add an option that caches the tilesets (although it'll consume lot of DS memory).

I think the Item Bar on the top screen should have a dark background and the level name too, with a sans serif font, but that's on my own personal opinion. I know this is an alpha and im really glad Rodrigo made it this far.

 :oops: ( XD this is the "blushing" post)
Title: Re: [WIP] Knytt Stories DS
Post by: Miss Paula on June 08, 2009, 00:46:08
Quote from: rrc2soft
some are "I don't have the source + Multimedia Fusion 2 so the game cannot be 1:1".
hmm, not that I know anything about this, but the source is open (C)) by now and a "lot" of people here do have mmf2, so I wouldn't think it to be impossible to get someone to work with/help you concerning that part. Or something?
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on June 08, 2009, 00:58:41
Quote from: rrc2soft
some are "I don't have the source + Multimedia Fusion 2 so the game cannot be 1:1".
hmm, not that I know anything about this, but the source is open (C)) by now and a "lot" of people here do have mmf2, so I wouldn't think it to be impossible to get someone to work with/help you concerning that part. Or something?

Sorry, I meant that I don't have MMF2  :oops:. Maybe, I'll ask for help in those critters whose behaviour is too complex / cryptic  ;). Thanks for the tip.
Title: Re: [WIP] Knytt Stories DS
Post by: EarthBound015 on June 08, 2009, 11:40:28
There is a jump in Scarlet Tears that I can not make.  I'm sure it is because of the huge waterfall that I have in the screen taking up a good amount of resources, but, just letting you know :D
Title: Re: [WIP] Knytt Stories DS
Post by: victor12 on June 08, 2009, 16:12:03
omg must buy a DS or a DSi.
Title: Re: [WIP] Knytt Stories DS
Post by: TechnoGeek on June 08, 2009, 17:09:41
omg must buy a DS or a DSi.
You need to get a homebrew one, as mentioned before.

Weird I'm saying this, I can't afford an anythingDS XD
Title: Re: [WIP] Knytt Stories DS
Post by: moleherd on June 09, 2009, 12:03:27
HI how work goes on?
Title: Re: [WIP] Knytt Stories DS
Post by: Joozey on June 10, 2009, 14:58:16
rcc2soft, any animation can be easily exported to individual bitmap images. Anyone with MMF2 can give you those.
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on June 10, 2009, 17:56:45
rcc2soft, any animation can be easily exported to individual bitmap images. Anyone with MMF2 can give you those.

Thanks for the tip, although nifflas already gave me all images from Knytt Stories  ;) (I have them all!!!!  C)p ) . The problem is to replicate factors such as speed, gravity, and so on  :) . I can deduce some of them just by playing and making tests, but others are a bit more complex.
Title: Re: [WIP] Knytt Stories DS
Post by: Joozey on June 10, 2009, 20:18:32
Oh I see, that's neat :D.
Title: Re: [WIP] Knytt Stories DS
Post by: Gorfinhofin on June 10, 2009, 23:18:52
Okay, I tried to play The Storm's Coming on this, and it went fairly smoothly for a bit. But then I got to the lasers. Even if they were off they killed me. It says on the site that the lasers are supposed to be working properly. Is this a glitch specific to my level or something?
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on June 10, 2009, 23:29:15
Okay, I tried to play The Storm's Coming on this, and it went fairly smoothly for a bit. But then I got to the lasers. Even if they were off they killed me. It says on the site that the lasers are supposed to be working properly. Is this a glitch specific to my level or something?

Don't worry, it is not your level. There is a bug with the lasers. But I know where it is, and I'll fix it (once I come back from my "dear" work hell).
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on June 11, 2009, 10:42:52
This is Brilliant! <3 8)

i could play all the levels i wanted except for the great race because it ran out of ram in the cutscene :sick: that can be fixed by removing that cutsscene so no problem.
i just got a little annoyed at the glitched lasers.
also in knytt garden there is a screen that if you try to go to the game freezes. its the one next to the one with the cannon.

Great work!!!!!! <3 <3 <3
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on June 11, 2009, 11:24:34
This is Brilliant! <3 8)

i could play all the levels i wanted except for the great race because it ran out of ram in the cutscene :sick: that can be fixed by removing that cutsscene so no problem.
i just got a little annoyed at the glitched lasers.
also in knytt garden there is a screen that if you try to go to the game freezes. its the one next to the one with the cannon.

Great work!!!!!! <3 <3 <3

RAM is a problem?
Would it solve it to have the RAM module from the DS browser or would that require KSDS to be rewriten?

Also, how did you know the RAM was the problem? How was it indicated?

I'm curious since I've had a few crashes too.  :/
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on June 11, 2009, 12:35:27
it says something like


ksds internal error

unable to load (insert random numbers here)

please restart ds
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on June 11, 2009, 12:54:47
Hmm. I haven't had that one... yet  :huh:
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on June 11, 2009, 13:17:05
Hmm. I haven't had that one... yet  :huh:

And which ones did you had (and where)? Every JSOD contain clues about the error that caused the crash, and I can try to replicate the error and obliterate it  :P2 .

Oh, and yeah, RAM is a problem. A big one, in fact. The random numbers of the JSOD precisely indicate the used/free RAM, and the *start* button shows the debug values, and one of those is RAM.
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on June 11, 2009, 17:51:46
Hmm. I haven't had that one... yet  :huh:

And which ones did you had (and where)? Every JSOD contain clues about the error that caused the crash, and I can try to replicate the error and obliterate it  :P2 .

Oh, and yeah, RAM is a problem. A big one, in fact. The random numbers of the JSOD precisely indicate the used/free RAM, and the *start* button shows the debug values, and one of those is RAM.

Mentioned in a previous post that I've had a crash in Sinix's level. When the map should change the game freezes.
What is JSOD? Nevermind...
Would the memory extension for the DS browser fix the RAM problem?  :O
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on June 11, 2009, 22:03:14
Sorry for 2x-posting.

Quote
KSDS Internal Error

[E05]No World.ini
/dsknytt/Worlds/LinghtningEagle - In the Growth
U:1080430 / F:1424408

Please reboot your DS

In this level:
http://www.mediafire.com/file/3ozytv2dgym/LightningEagle - In the Growth.knytt.bin (http://www.mediafire.com/file/3ozytv2dgym/LightningEagle - In the Growth.knytt.bin)

Wanted to try out a custom tileset on the DS.  <_<
Title: Re: [WIP] Knytt Stories DS
Post by: Comhon on June 12, 2009, 18:32:56
Is possible to try it on PC?
Title: Re: [WIP] Knytt Stories DS
Post by: Bored2death on June 12, 2009, 19:03:01
That would be interesting, but I must ask... what would be the point?
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on June 12, 2009, 20:35:39
Is possible to try it on PC?
You could try running it in the NO$GBA emulator.
The best NDS emulator to my knowledge.
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on June 13, 2009, 06:01:45
but it needs dldi so it won't work on no$gba straight up.
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on June 13, 2009, 10:49:57
but it needs dldi so it won't work on no$gba straight up.


Now, I don't know if this is any help but someone here* states that the iDeaS emulator can patch using R4 DLDI and Dualis can patch as M2 CF (or something).

* http://www.forumla.de/f-flashcards-homebrew-104/t-dldi-mit-no-gba-benutzen-67236#post1307714 (http://www.forumla.de/f-flashcards-homebrew-104/t-dldi-mit-no-gba-benutzen-67236#post1307714)

It's worth a try at least...
Title: Re: [WIP] Knytt Stories DS
Post by: Bligglenuber on June 14, 2009, 22:30:24
Fantastic work so far, but so far I have tried one custom level and it crashed (more specifically just froze, music continued from screen). The level was Don't Eat The Mushroom, and it crashed on the shift from normal to trippy after getting the mushroom. I don't know whether it was the custom tilesets involved, or an object used on the screen it was shifting too, but I don't think it was the music (well, ambiance) as I changed it according to the readme instructions.

Once again thoug, fantastic work so far  C)
Title: Re: [WIP] Knytt Stories DS
Post by: StaticRomantic on June 16, 2009, 03:52:47
I've tried several levels now, they all work great  ;).Only some minor problems, but these were pretty simple levels (my Sahara and Elder's Mashu Prapa); loss of detail on some tilesets, some missing objects. But overall very satisfying. Excellent work.
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on June 29, 2009, 02:49:13
What? levels freezing? bad quality tilesets?
that never happens to me....
ive played throught the machine and its almost perfect!
anyway

I was playing Afar and found out that if a ground tile is only one or two pixels big, Juni can run through them!
I couldn't get passed the
Spoiler: (click to show/hide)

very good work!

EDIT: more bugs
If you jump and hold "down" Juni runs at walking pace/ walks at running pace.
if you climb on a wall, and fall, you can't double jump. You need to jump off the wall before you double jump.
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on July 01, 2009, 20:03:40
If you jump and hold "down" Juni runs at walking pace/ walks at running pace.

Actually she walks without moving if you press and hold down when jumping  :P kinda moonwalkish...
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on July 02, 2009, 06:01:23
If you jump and hold "down" Juni runs at walking pace/ walks at running pace.

Actually she walks without moving if you press and hold down when jumping  :P kinda moonwalkish...

I mean if you jump, hold down and hold left/ right it does that. :oops:
need to be more specific  X-P
 
Title: Re: [WIP] Knytt Stories DS
Post by: Purple Pineapple on July 02, 2009, 06:08:38
Is there an updated youtube video for this?
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on July 08, 2009, 12:31:48
Is there an updated youtube video for this?

Nop, my bro (who doesn't live in the same city as me) has the DS lite, and videos only look good on the lite  :huh:.
Title: Re: [WIP] Knytt Stories DS
Post by: Evil on July 08, 2009, 15:17:41
Is there an updated youtube video for this?

Nop, my bro (who doesn't live in the same city as me) has the DS lite, and videos only look good on the lite  :huh:.

Emulator
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on July 08, 2009, 19:44:45
Is there an updated youtube video for this?

Nop, my bro (who doesn't live in the same city as me) has the DS lite, and videos only look good on the lite  :huh:.

Emulator

...and I have an Acer aspire one which is veeeeeery slow for emulating (speed ~50%). Once my brother comes to visit, I'll steal his camera for a bit ;-)
Title: Re: [WIP] Knytt Stories DS
Post by: Looki on July 18, 2009, 23:38:12
Would be nice if you told me how to run this on an emulator. I have not seen a DS emulator which supports the DS file system.
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on July 19, 2009, 10:00:26
it also needs dldi to run  >)
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on July 19, 2009, 22:19:10
Would be nice if you told me how to run this on an emulator. I have not seen a DS emulator which supports the DS file system.

...Actually... I do not run the full game in an emulator (need to research more). I only use a small version of KSDS running the test maps that I use for developing the game.

In short: nowadays, KSDS cannot be run in an emulator.
Title: Re: [WIP] Knytt Stories DS
Post by: Looki on July 20, 2009, 20:36:59
Ah, thanks. :)



smeagle, still - none of the tutorials I've tried worked.  X-P
Title: Re: [WIP] Knytt Stories DS
Post by: moleherd on July 20, 2009, 23:54:41
I just buy DS lite and I can?t wait when I?ll play this. C)p C)p
Title: Re: [WIP] Knytt Stories DS
Post by: Feline Monstrosity on July 21, 2009, 00:38:10
You should add this game to http://www.moddb.com/ (http://www.moddb.com/).
Title: Re: [WIP] Knytt Stories DS
Post by: AClockworkLemon on July 22, 2009, 02:57:20
Probably a stupid question, (-:
Do people thint KSDS will work on a code freak? It's like a japanese Action replay and has a microSD slot and a "nds launcher" (at least thats what google translate says it means) I was just thinking that it might not work due to japanese coding etc... 9_9
Title: Re: [WIP] Knytt Stories DS
Post by: moleherd on July 24, 2009, 12:06:55
I have some questions about KSDS. If I have R4 Ultra card. Can I play some levels that I download for examplefrom Knytt levels? And did CO works in KSDS?
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on July 24, 2009, 14:26:17
Do people thint KSDS will work on a code freak?

Dunno, sorry  :sad:

I have some questions about KSDS. If I have R4 Ultra card. Can I play some levels that I download for examplefrom Knytt levels?

You can, but in the current alpha most levels will not work properly.

And did CO works in KSDS?

Not yet. It will, although some CO will not be supported due to memory/space constraints.
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on July 26, 2009, 23:21:51
I found out recently that a lot/some of homebrew projects have a EFS version release (using this I believe? (http://nodadev.wordpress.com/nds-projects/efs-library/)), which is the whole game/application in one .nds file.
Would it be impossible for you to do such a compilation and release for those who's only got the emulator?

I understand that it would make loading custom levels impossible but then you could perhaps just compile a few levels into the package for instance the tutorial (obviously) and The Machine. Just to show how well it's actually running atm.
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on July 27, 2009, 02:07:10
I found out recently that a lot/some of homebrew projects have a EFS version release (using this I believe? (http://nodadev.wordpress.com/nds-projects/efs-library/)), which is the whole game/application in one .nds file.
Would it be impossible for you to do such a compilation and release for those who's only got the emulator?

I think I tried it sometime during the development, but didn't work. Anyway, now I have a bit of more experience in the platform, so I'll add it to my TO-DO list  ;)

PS: Bank 15 finished, the first bank of KSDS with *all* its elements finished!!!  C)p
Title: Re: [WIP] Knytt Stories DS
Post by: Purple Pineapple on July 27, 2009, 02:25:45
PS: Bank 15 finished, the first bank of KSDS with *all* its elements finished!!!  C)p
Awesome.
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on August 12, 2009, 09:05:53
I found out recently that a lot/some of homebrew projects have a EFS version release (using this I believe? (http://nodadev.wordpress.com/nds-projects/efs-library/)), which is the whole game/application in one .nds file.
Would it be impossible for you to do such a compilation and release for those who's only got the emulator?

I think I tried it sometime during the development, but didn't work. Anyway, now I have a bit of more experience in the platform, so I'll add it to my TO-DO list  ;)

PS: Bank 15 finished, the first bank of KSDS with *all* its elements finished!!!  C)p



Very good! another bug.
If you use the disappear/appear blocks, the appearing and disappearing is a quite a bit of
any way, GOOD WORK!!!
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on August 12, 2009, 16:16:40
I found out recently that a lot/some of homebrew projects have a EFS version release (using this I believe? (http://nodadev.wordpress.com/nds-projects/efs-library/)), which is the whole game/application in one .nds file.
Would it be impossible for you to do such a compilation and release for those who's only got the emulator?

I think I tried it sometime during the development, but didn't work. Anyway, now I have a bit of more experience in the platform, so I'll add it to my TO-DO list  ;)

PS: Bank 15 finished, the first bank of KSDS with *all* its elements finished!!!  C)p



Very good! another bug.
If you use the disappear/appear blocks, the appearing and disappearing is a quite a bit of
any way, GOOD WORK!!!

It would probably be better if you mention the bank # and object #.
That way it's also easy to check their development status on the KSDS website.  :O

EDIT: On another note: Could you (rrc2soft) reveal a little about when we might expect a new release? A BETA perhaps?  :P2
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on August 15, 2009, 16:42:46
It would probably be better if you mention the bank # and object #.
That way it's also easy to check their development status on the KSDS website.  :O
EDIT: On another note: Could you (rrc2soft) reveal a little about when we might expect a new release? A BETA perhaps?  :P2

I wish I knew...  X-P Every bit of free time I get I use it on KSDS, but there are still plenty of things to do. Maybe (I repeat, that's a "maybe") I'll focus only on the critters of "The machine" level, so next alpha (not beta yet, folks, lot of things to solve on the background) will have "The machine" completely playable.
Now I am on vacation in China, so my free time = sightseeing  :^^: . Nevertheless, I need to spend lot of time in a train in the next days (16 hours, 8 sleep 8 awake) and I intend to work on KSDS whenever I m awake ;) .
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on August 15, 2009, 16:55:48
Sounds great! :D Have a good time in China by the way.

Have you considered adding support for SLOT-2 RAM in KSDS? Not as a requirement for playing but maybe as an optional feature which could enhance the gaming experience somehow?
Additionally: Would Custom objects be possible with the SLOT-2 RAM?
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on August 15, 2009, 17:48:41
Have you considered adding support for SLOT-2 RAM in KSDS? Not as a requirement for playing but maybe as an optional feature which could enhance the gaming experience somehow?
Additionally: Would Custom objects be possible with the SLOT-2 RAM?

Need to check how to obtain support for it (remember I am a lame coder  :oops: ). Regarding CO, the problem with CO is the amount of VRAM I need to store one frame of the CO... once a CO becomes too big (more than 128x128), it eats all the VRAM I have for Juni and the other sprites. Of course, smaller CO are possible  :) . (And I am sure I could do something with the big CO, but as I said, I am a lazy coder :oops:)
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on August 15, 2009, 22:39:51
Well, I guess we just have to let you do what you can do, for the moment :). After that we can pry into CO or whatever.  >)

I'm sure you can make this work. It's already amazing.
As I continue to state: Looking forward to the next release.

I'm obsessed with this project of yours...
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on August 16, 2009, 03:03:23
I'm obsessed with this project of yours...


Me to!
XD
Title: Re: [WIP] Knytt Stories DS
Post by: Pumpkinbot on August 16, 2009, 10:43:56
I'm obsessed with this project of yours...


Me to!
XD
Italics are fun! But they're not from Italy!

Back on topic nao. I'm really looking forward to this. :o Keep it up.
Title: Re: [WIP] Knytt Stories DS
Post by: Feline Monstrosity on August 23, 2009, 21:49:07
I've just gotten my EDGE card working and I am really excited to see this finished!! C)p
Title: Re: [WIP] Knytt Stories DS
Post by: Lizzaroro on September 04, 2009, 14:45:29
Yayz! I'm downloading this game right now, I just got a Games N music card today and i've been installing stuff like crazy! This is the third Homebrew game I have now, First being Quake and Second being Doom. :)
Title: Re: [WIP] Knytt Stories DS
Post by: Dataflashsabot on September 04, 2009, 15:24:45
This looks awesome... wish I had a flash cart :/
Title: Re: [WIP] Knytt Stories DS
Post by: Lizzaroro on September 04, 2009, 15:34:47
Also theirs two things I want to mention

1. You should fix how the locked doors work and add more objects, I found this problem in my own level "Ice Island"

2. Do you know any Org verbis to Raw converters?
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on September 05, 2009, 01:39:53
Also theirs two things I want to mention
1. You should fix how the locked doors work and add more objects, I found this problem in my own level "Ice Island"

Yup, that's the reason the actual version is known as "alpha"  ;). Nevertheless, on my website you can check the current progress of KSDS (and compare it to the state of the alpha version), and as you can see moar and moar objects are being added  :^^:.
Still, what is the problem with the locked doors?

2. Do you know any Org verbis to Raw converters?

Check the read.me on the alpha.
Title: Re: [WIP] Knytt Stories DS
Post by: Lizzaroro on September 05, 2009, 02:14:27
The problem I had with the locked doors is in the styles 1 and 2.

1. I couldn't open them from the top or bottom so I couldn't finish the level.

2. This was a part where all four doors were on the same tile, when I opened one it made the other doors behind non solid, so it was not impossible afterall

I also encountered another glitch. When trying Temple of Azulan the level just cut off towards the desert.
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on September 05, 2009, 10:55:40
The problem I had with the locked doors is in the styles 1 and 2.
1. I couldn't open them from the top or bottom so I couldn't finish the level.
2. This was a part where all four doors were on the same tile, when I opened one it made the other doors behind non solid, so it was not impossible afterall
I also encountered another glitch. When trying Temple of Azulan the level just cut off towards the desert.

Added to the TO-DO list. Thanks for reporting   :)
Title: Re: [WIP] Knytt Stories DS
Post by: Lizzaroro on September 05, 2009, 14:23:00
No prob :).
Title: Re: [WIP] Knytt Stories DS
Post by: syeager on September 27, 2009, 02:53:00
That's great. I'm doing DS knytt stories as soon as possible.  :nuts:
Title: Re: [WIP] Knytt Stories DS
Post by: Shenjoku on October 09, 2009, 01:03:29
Wow this looks pretty awesome :) Definitely gonna put this on my R4 once I get off work
Title: Re: [WIP] Knytt Stories DS
Post by: Shenjoku on October 09, 2009, 06:30:10
Just finished trying it out, seems like it still has a long ways to go. One thing I noticed is that lasers are really broken. Whether it is on or off it always kills you.
Title: Re: [WIP] Knytt Stories DS
Post by: LightningEagle on October 09, 2009, 11:15:32
Just finished trying it out, seems like it still has a long ways to go. One thing I noticed is that lasers are really broken. Whether it is on or off it always kills you.

I believe this is an already known problem and has been fixed in the version in development.
http://www.rodrigoroman.com/rrc2soft/nds_dsknytt.html
Title: Re: [WIP] Knytt Stories DS
Post by: Feline Monstrosity on November 19, 2009, 18:48:16
How goes the progress on this? We've not had an update in a while.
Just wanted you to know there's still people out there who care about this project. :)
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on November 24, 2009, 16:56:24
...and there is still someone who seems to care about finishing it (weird guy...  X-P )

I am now trying to design the custom objects, which is quite problematic - some of them are quite big, and I am always limited by the HW limitations of the DS and my (*cough*  :oops:) lack of design for oddly-sized critters.

I have to fix some other stuff (Juni's movement, weird errors,...) and to implement all the critters that are not finished.

And after that, the remake will be finished  8D (although, as LPChip said, it will be finished between tomorrow and 55 years... OK, 1 year at most  :P )
Title: Re: [WIP] Knytt Stories DS
Post by: StaticRomantic on November 24, 2009, 21:26:34
almost done :) keep it up.
resistance hits hardest when the end is nearest.
but it sounds like you have it under control.
Title: Re: [WIP] Knytt Stories DS
Post by: betasword on December 14, 2009, 09:28:11
Don't worry. Support for your endeavors has not yet ceased. I, for one, am still very much looking forward to an eventual full release. A fully functional (or at least close enough to it) Knytt Stories would be most welcome on my DS.
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on December 14, 2009, 10:55:26
Thanks, all your encouragement is deeply appreciated  :D . I can say that, as of today, the design of the logic behind the CO has been finished, and I am 99% sure that all types of CO (even those who are too much for the DS to handle, such as the CO that can be found on levels like "The deserted rustyard") will be supported, although with some limitations (big CO won't be animated, sorry).
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on December 14, 2009, 13:09:31
Sounds good!
can you define what "big" is?
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on December 14, 2009, 13:59:09
I'll skip the technical explanation  ;) , and say that every CO whose area is bigger than 64x64 (or bigger than 128x128, need to make some tests) won't be animated. Besides, any CO whose area is bigger than 128x128 won't be considered as an sprite, and there will be some small glitches. 
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on December 14, 2009, 14:13:46
I'll skip the technical explanation  ;) , and say that every CO whose area is bigger than 64x64 (or bigger than 128x128, need to make some tests) won't be animated. Besides, any CO whose area is bigger than 128x128 won't be considered as an sprite, and there will be some small glitches. 

That must be from the limit: 16x32x64x128?
i didnt know that there was a 128?
i only know a bit of palib so there might be a workaround
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on December 14, 2009, 21:52:24
I'll skip the technical explanation  ;) , [...]

That must be from the limit: 16x32x64x128?
i didnt know that there was a 128?
i only know a bit of palib so there might be a workaround

I'll give the technical explanation  :)
I use the Sprites3D of palib, in order to have more sprites on the screen. The amount of memory available for the textures (i.e. the graphics of the sprites) is 256x256 pixels, although one part of 128x128 pixels is used for Juni and the dialog window.

Why COs whose area* is bigger than 128x128 won't be considered as sprites? Because I need to store the image of the sprite on the VRAM of the DS, and I only have those 256x256 pixels free. Note that I already use two VRAM banks for the textures, but one bank contains the background.

Why COs whose area* is bigger than 64x64 (128x128) won't be animated? Because I need to update the image every certain frames, and I have limited CPU time to do that (although I am sure I can do some optimizations somewhere...). Besides, some CO animations are pretty big, and the DS have 4MB who are shared by the data, the music, the sprite animations...

(Nevertheless, I am sure there are plenty of optimizations to do somewhere, but I want to finish the game and to provide a good user experience... OK, I am a bit lazy :oops:)

*Actually, I have implemented a system that allows rectangular sprites, so sprites with strange sizes such as 16x640 are allowed  ;)
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on December 15, 2009, 01:05:46
Woah.
k
so yourr using the 3d functions to create the 2d screen so you can have more of them?
you wont have larger ones because of the limit of vram?
and not animated because of cpu
 :whoa:
maybe a ram pack could help fix some of these problems (gives me an excuse to get one  :oops:)

btw with the 16x640 Thats awesome!! if i could do that then my games wouldnt have to be so grid based!
Good Work!!
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on December 15, 2009, 10:29:12
maybe a ram pack could help fix some of these problems (gives me an excuse to get one  :oops:)

Don't buy one  :) . I know the RAM pack could be used to solve certain problems... but as I said before, I am too lazy  :oops: .

btw with the 16x640 Thats awesome!! if i could do that then my games wouldnt have to be so grid based!

The trick is to create a layer of functions over the normal palib sprite management to "construct" rectangular sprites using square sprites. That 16x640 sprite will be in fact 40 16x16 sprites. Besides, you can separate the collision management from the sprite management (i.e. you check for collision using the image of the sprite, not the HW sprites themselves). I hope to release the source code once I change it to be more "portable"... but portable or not, the source will be released for sure  ;).
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 07, 2010, 00:58:11
Dear all,

If you check the KSDS website (http://www.rodrigoroman.com/rrc2soft/nds_dsknytt.html), you will see that all critter banks are in blue.

That is, all critter banks have been implemented !!! C)p.

Now, all that is left to finish KSDS is:

- Solve some map-related bugs (and a couple of bank-related bugs).
- (Upload a beta version of KSDS to this forum  ;) ).
- Implement a "optimization" screen.
- Include all critter/juni sounds into the engine (forgot to mention this in the first version of this post  :oops:)
- Optimize the source code to reduce the use of RAM.
- Small fixes everywhere.
- ...release KSDS  8D .

Unfortunately, my Christmas vacations are finished, but I'll try my best to release KSDS in less than 2 months.

Best!
Title: Re: [WIP] Knytt Stories DS
Post by: The stickman on January 07, 2010, 02:48:47
 C)p
Title: Re: [WIP] Knytt Stories DS
Post by: chipset on January 07, 2010, 06:11:46
Awesome. Although I do not have the necessary equipment that will be needed to play the game, it honestly amazes me that you were able to undergo a long project like this. I've tried to make a remake before, and it is sort of stalled/dead; I simply started to not put much more effort into making it (also, due to the fact that I am pretty busy myself).

But anyway, good job so far C)
Title: Re: [WIP] Knytt Stories DS
Post by: Feline Monstrosity on January 07, 2010, 18:52:02
Keep it up! I can't wait to play the beta! :)
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on January 08, 2010, 09:33:16
me too!
btw YAY!
Title: Re: [WIP] Knytt Stories DS
Post by: LimeLemon on January 09, 2010, 04:13:11
I really need to get one of these cards soon...
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 10, 2010, 01:09:53
Beta version is OUT! (http://www.rodrigoroman.com/rrc2soft/nds_dsknytt.html). This is a sort of "preview", since there are plenty of things to do (and a problematic bug to solve...), but wanted to release it so you can get a feel of the finished version  ;) .

Enjoy! and thanks in advance for reporting bugs!  8D
Title: Re: [WIP] Knytt Stories DS
Post by: Purple Pineapple on January 10, 2010, 01:20:38
(http://nifflas.lpchip.nl/Smileys/Niffpack/2isow2.png)
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on January 10, 2010, 03:31:21
(http://nifflas.lpchip.nl/Smileys/Niffpack/2isow2.png)

edit:
moar bugz!
the lasers animations are messed up.
they stay blue  :huh: nothing life threatening though  C) and the balls dont explode

bank 13, object 6 still has magenta around it again, nothing bad

great high jump physics naow!

im playing colours right now, and il; get back with moar bugz later!

edit2:
woah!
in coulours, i was coming down the big tower, and then i could see, like, things  :^^:
it is very hard to explain, it started on 1001x976 and it continued over diffrent screens  :huh:


btw is it just me or is the ambiance better quality?

edit3: its possible to trigger the sandcrocks without touching the ground


btw, the new minmap (press start)  IS EPIC WIN!
like metroid!

but it would be nice to be able to see the map coordinates for painfree bug reports
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 10, 2010, 13:38:41
Thanks for the reports, smeagle! The "trippy" experience on colors is probably caused by the "problematic bug" I mentioned earlier  :oops: . And I will check on the other critters, too (I thought I fixed the sandcrocks and the lasers... oh, well  :/ )

If I have time, I will put a new version with the map coordinates in a couple of days  :) .
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on January 10, 2010, 22:55:13
also a level breaking bug  :sad:

if the level has bank 5 object 1, it will be impassable

when you put your back to it, and it fades away, you are meant to be able to run through it :/
kinda like in.........i dunno, so it isnt that level breaking after all  X)

awesome work!
Title: Re: [WIP] Knytt Stories DS
Post by: AA on January 11, 2010, 12:58:00
Really impressive! Congratulations on getting so far, and thank you for releasing the beta.

I've played it for a bit, and noticed just a couple of things, but I'll have to test something first.

EDIT: climbing isn't working perfectly: if you hold up and left/right, Juni will stop climbing. The rest was alright.
Title: Re: [WIP] Knytt Stories DS
Post by: Feline Monstrosity on January 15, 2010, 16:54:59
Yeah the climbing doesn't feel quite as intuitive as the PC version. I'm used to pressing left/right a split second before I jump from a wall, which works fine on the PC version but on KSDS causes Juni not to jump (not necessarily a bug, just a slight difference between the two versions).
Also Juni still hovers one pixel from the ground and one pixel from a wall she's climbing.
Otherwise much progress has been made since the alpha! Well done! C)
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 20, 2010, 12:06:43
From an interview to Nicalis's Tyrone Rodriguez @ Joystiq (http://www.joystiq.com/2010/01/19/interview-nicaliss-tyrone-rodriguez-on-cave-story-la-mulana):

Quote
Nicklas also has some solid ideas and thinks Knytt Stories would be great for DSi or PSP. There's actually a Knytt Stories prototype homebrew by a fan and it's enough proof-of-concept that the game would work well on DSi.

So, knytt stories may go commercial, too  :) . That would be nice - homebrew can achieve a niche market, but commercial software can be enjoyed by people everywhere.

(Well, back to work on finishing the beta...)
Title: Re: [WIP] Knytt Stories DS
Post by: Feline Monstrosity on January 20, 2010, 17:16:07
Wouldn't it be kinda pointless for them to make their own DSi port when there's already a perfectly good one by you? Perhaps they'd license your code!
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 20, 2010, 23:05:19
Wouldn't it be kinda pointless for them to make their own DSi port when there's already a perfectly good one by you? Perhaps they'd license your code!

I doubt it (licensing the code), mainly because my code is done for a combination of homebrew libraries (PAlib, libnds), the code itself not very friendly (even if there is a clear separation of subsystems), and although I tried my best to make it as portable as possible (precisely to allow ports to other machines), there are tons of small quirks that must be solved. Anyway, from the very beginning I thought on opening the source (I actually was thinking of releasing in a couple of days the source code of the beta @ google code), so they would have the code and a small "postmortem" document explaining some things about it and my design decisions. The license of the source code is the BSD license, so the only thing I would ask to nifflas & co. if they reuse part of the code is to credit me & my bro on the commercial version  :) .

PS: Actually (*hint, hint*), if the DSiWare takes advantage of all the HW capabilities of the DSi (double CPU speed, four times more memory than the DS), most of the problems you can find on the DS version (lack of memory to store sprites in very complex screens, loading times, speed problems when updating the HW sprites) would be solved or greatly improved  X-P .
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 21, 2010, 12:31:59
Talking about sources, the source code of the KSDS beta (http://code.google.com/p/knyttds/downloads/list) is now available  :)
Title: Re: [WIP] Knytt Stories DS
Post by: Silhouette on January 23, 2010, 04:55:49
Yeah the climbing doesn't feel quite as intuitive as the PC version.

This.

Now, don't get me wrong, this whole thing is brilliant, brilliant work.  So, major props for even getting this thing running as well as it is.  Kudos to you!

But, I have to say, the whole climbing thing just kills it.

First off, like said earlier, the fact that you can't hit left or right a split second before a wall jump really screws with you if you're used to Knytt Stories on the PC.  Secondly, you can't hold right or left towards a wall, and hold up at the same time to climb.  You have to be ONLY pressing up to climb, which is very irritating.  Also, the most annoying aspect I've come across is the fact that you cannot "jump-climb" up walls.  When I attempt it in KSDS, Juni simply doesn't get anywhere, and it just looks glitchy and unpleasant.  When I play Knytt Stories, I rarely climb normally, unless I have to, and get a certain thrill from "jump-climbing."  The fact that KSDS limits my ability to do so, and limits my mobility when scaling walls of any kind, depresses me.  In my honest opinion, the fact that the climbing(movement up/down walls) is so "off" from the original and almost broken in general is a game-breaking problem.

However, I could just be full of it.  Everyone else seems to be enjoying it.  Alas, I can't really find any enjoyment playing this, even if it is portable. :\

Good work though, it's a great WIP, and this is just my honest opinion.
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on January 23, 2010, 07:08:35
The climbing doesn't ruin it for me.
you get used to it.
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 23, 2010, 12:12:16
But, I have to say, the whole climbing thing just kills it.

This is what betas are for: To collect the issues of users and to fix them  :) . Your worries have been heard, and they have been stored (http://code.google.com/p/knyttds/issues/detail?id=1).
Title: Re: [WIP] Knytt Stories DS
Post by: Silhouette on January 24, 2010, 06:45:46
Thanks.  I feel that if this problem (or at least, I feel it is a problem) is corrected, that the smooth game play flow of the original Knytt Stories will succesfully be recreated on the DS.  Combine this with some general improvements and polish, and I can see an amazing port come to life.  Keep at it!
Title: Re: [WIP] Knytt Stories DS
Post by: smeagle on January 24, 2010, 09:11:17
Idea time!

maybe in the settings you could have a setting for "touch screen moving" which makes instead of l,r up,down to move the camera, you can touch and slide?
may be a good idea because sometimes it gets a bit annoying
im not sure if it is possible,so.... (http://illiweb.com/fa/i/smiles/icon_razz.gif)
Title: Re: [WIP] Knytt Stories DS
Post by: Firewall on January 24, 2010, 17:29:32
Omg.......im impressed....just amazed! I never thought this was possible!

Also, if theres a Level Editor (Level maker) making too many levels may get get cloged in the saved file on the DS chip. Let the player/owner of the DS have 20 or less levels. Have level editing on a computer then upload instead  :sigh:

Geting levels will need Wi-Fi connection. Ones that lead to Level page (Unable to find right now :/) where the client can pick and download a level. For downloading we click and see a windows default download screen. The chip shall have its own knytt window to download.

Sence downloading may contain viruses (Just incase a player infected a file :sigh:) the download page should scan a level in the holding tank (A place levels go before release) to be scaned. We dont want a DS to get a virus! ;)
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 24, 2010, 18:26:21
Idea time!

Done! (http://code.google.com/p/knyttds/issues/detail?id=2&can=1)

Geting levels will need Wi-Fi connection.

Sorry, I know this is *the* thing KSDS needs, but I will not implement it. Still, lots of thanks for your comments :)

Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 24, 2010, 20:11:46
Thanks.  I feel that if this problem (or at least, I feel it is a problem) is corrected, that the smooth game play flow of the original Knytt Stories will succesfully be recreated on the DS.  Combine this with some general improvements and polish, and I can see an amazing port come to life.  Keep at it!

I implemented a first approach to allow Juni to jump-climb, please check THIS (http://rodrigoroman.com/rrc2soft/files/KSDS_B2.zip) version with the TestNDS story of the beta.
(Also, this is just for testing the jumps, trying to play KSDS with this version = red JSOD  :P2 )
Title: Re: [WIP] Knytt Stories DS
Post by: Firewall on January 24, 2010, 21:23:59
If you could fit the Wi-Fi in, you could make KS Online which everyone has been craving for ;)
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 24, 2010, 23:52:12
If you could fit the Wi-Fi in, you could make KS Online which everyone has been craving for ;)

I know, with the Wi-Fi in, you could have online play and LAN play (between DS's located in the same room). But that is one of the reasons for opening the source code: to leave that task to other people  X-P
Title: Re: [WIP] Knytt Stories DS
Post by: Silhouette on January 26, 2010, 05:31:46
I implemented a first approach to allow Juni to jump-climb, please check THIS (http://rodrigoroman.com/rrc2soft/files/KSDS_B2.zip) version with the TestNDS story of the beta.
(Also, this is just for testing the jumps, trying to play KSDS with this version = red JSOD  :P2 )

Hey, I gave this a try, and it's a big step in the right direction.  I don't have much time to write a detailed response, and I'll try to get back to you later.  But I will say two things:

1.) I would see about making that jump-climb jump a tiny tad higher.  It just feels a little short.

2.) Also, one of the things that makes the jump-climb a great asset to Knytt Stories is the fact that right after you jump, Juni begins to climb for a short while.  If you don't know what I mean, fire up Knytt Stories, and mess around with it for a while.  When you tap the jump button to jump-climb Juni climbs for a split second before sliding down again(as long as you are holding right).  If you hold the jump button after a jump to jump-climb, Juni climbs for extra time, and comes to a stop.  Play around in KS on the PC and see what I mean.  Maybe it would be possible to implement that.

Hmmm, post was more detailed than I thought it would be.  If anything doesn't make sense, let me know.
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 26, 2010, 10:16:40

Hey, I gave this a try, and it's a big step in the right direction.  I don't have much time to write a detailed response, and I'll try to get back to you later.  But I will say two things: [...]


I think I understand everything  :), I'll try my best. Thanks!
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 28, 2010, 19:05:17
For those who want to try the jump-climbing issues, check this new internal beta:

http://www.rodrigoroman.com/rrc2soft/files/KSDS_B2a.zip (http://www.rodrigoroman.com/rrc2soft/files/KSDS_B2a.zip)
Title: Re: [WIP] Knytt Stories DS
Post by: Feline Monstrosity on January 28, 2010, 20:52:10
I found climbing to be absolutely perfect now! C)
Juni still hovers a pixel from the wall though..
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 28, 2010, 21:50:54
I found climbing to be absolutely perfect now! C)
Juni still hovers a pixel from the wall though..

Precisely, I am on it  ;) . Expect it to be fixed  :D
Title: Re: [WIP] Knytt Stories DS
Post by: betasword on January 29, 2010, 07:01:30
I found climbing to be absolutely perfect now! C)
Juni still hovers a pixel from the wall though..

Precisely, I am on it  ;) . Expect it to be fixed  :D

Yeah, it looked to me like Juni, and most of the other sprite-type objects are all off by a pixel. I'm guessing it's probably just something in how those types of non-background objects are being rendered. Of course, I'm not the programmer here, so I could very well be quite wrong. Either way, things are looking better and better.
Title: Re: [WIP] Knytt Stories DS
Post by: Purple Pineapple on January 30, 2010, 01:17:45
I just noticed: [WIP] is still in the topic title.
Title: Re: [WIP] Knytt Stories DS
Post by: rrc2soft on January 30, 2010, 02:10:53
I just noticed: [WIP] is still in the topic title.

Well, technically, is still a [WIP]  :) . Anyway, I'll change it to [BETA] (Thanks!)
Title: Re: [BETA] Knytt Stories DS
Post by: Silhouette on February 01, 2010, 03:05:04
I think, but am not sure, that the water object also seems to be a pixel or two out of place.  Can anyone verify?
Title: Re: [BETA] Knytt Stories DS
Post by: AA on February 01, 2010, 08:30:24
I think, but am not sure, that the water object also seems to be a pixel or two out of place.  Can anyone verify?

As betasword already mentioned, all objects may be shifted, including liquids (and Juni). Of course it's hard to verify this for all objects, but I think it's safe to assume all of them are affected.

Objects seem to be off one pixel to the left and one up.

...

Actually, could it be the other way round? I mean, it's could tiles that are shifted one pixel right and one down instead. Looking at some tiles near the border, I think this might be the case, but I'm not 100% sure.
Title: Re: [BETA] Knytt Stories DS
Post by: rrc2soft on February 01, 2010, 11:03:08
I think, but am not sure, that the water object also seems to be a pixel or two out of place.  Can anyone verify?
As betasword already mentioned, all objects may be shifted, including liquids (and Juni).

They are... or they were  ;) . Actually, it was a problem from the underlying libraries.

(design mode ON)
KSDS simulates the 2D tiles using 3D surfaces (using the underlying 3Dsprites structure from PAlib), and the background is a big 256x192 texture (I needed this to implement transparency). However, there was a problem with the old version of the library that I was using - the 3D "camera" was not functioning correctly, hence the objects were out of place. The error was corrected by the maintainers of PAlib in new versions of the library, so everything is more or less :P2  fine now.
(design mode OFF)
Title: Re: [BETA] Knytt Stories DS
Post by: rrc2soft on February 05, 2010, 03:36:42
New internal beta version to try  :). In THIS (http://rodrigoroman.com/rrc2soft/files/KSDS_B3.zip) version, *all* sounds have been implemented, and also an emulation of wallswimming is available. Note that I have compiled it with a new version of the underlying libraries, and it seems that it may not work on some cards. Feedback?  :D
Title: Re: [BETA] Knytt Stories DS
Post by: LightningEagle on February 06, 2010, 15:03:12
There appears to be a bug with signs and jumping. I don't know how to explain it, but when a sign appears on screen and I jump out of the "activation area" it won't reappear when I return. Sometimes it suddenly appears again and disappears again.  :huh:

This isn't all signs though. I've had trouble with the sign at the double jump power-up in the tutorial and the sign telling you to look at the upper screen for a list of power-ups gathered.

Also, the game runs pretty slow in the screen with the waterfall in the tutorial. As the water below the invisible bridge didn't slow down the game I presume it's the falling water tiles which slows the game down.

Additionally, some critters are running around a bit fast, I think.

***
Are the boolean values on the upper screen hideable?

***
Overall, this looks extremely good! I'm amazed how you've put it all together so well! Keep up the good work!  :D

EDIT:
[...]Note that I have compiled it with a new version of the underlying libraries, and it seems that it may not work on some cards. Feedback?  :D
This still works on the CycloDS Evolution.
Title: Re: [BETA] Knytt Stories DS
Post by: AA on February 06, 2010, 15:44:15
All good on R4 as well. Great job!
Title: Re: [BETA] Knytt Stories DS
Post by: rrc2soft on February 12, 2010, 11:04:56
Hi!

I just finished all major tasks (including the signs bug) related to the source code.

In other words... KSDS is almost finished!!!!  C)p C)p C)p (Seems this is going to be the week on finished games, as vdweller also finished his metal venture  :) )

Tomorrow I'll post a Release Candidate, that is, a version of the game that can be considered final but is used to search for hidden bugs (please test? ;) ).
And if no major bugs are found, KSDS v1.0 will be released on Friday 19th 22:00 CET time!  8D

Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 14, 2010, 03:29:42
Hi everyone,

This is the link (http://www.rodrigoroman.com/rrc2soft/files/dsknytt_rc1.zip) for the Release Candidate 1 (RC1) of Knytt Stories DS  :) (and THIS (http://rodrigoroman.com/rrc2soft/files/KSDS RC1a.zip) fixes a small bug on this RC1  :oops:). The .zip includes everything + the level "A Knytt in Time" by egomassive (http://nifflas.lpchip.nl/index.php?topic=2759.0) (The final version will not include this level, this is just for your testing pleasure ;) ).

If no major bugs are found, I will wrap up everything and release the real final version of Knytt Stories DS next Friday  :D. Enjoy!
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: smeagle on February 14, 2010, 05:24:04
 :D

yay.

btw are you allowed to release the level?  :P2
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: Looki on February 14, 2010, 06:56:25
I'm glad that you've come that far with your project. :)
Sorry if it has been asked already, but is there any way to run this with an emulator? It relies on external files...
I can't find my DS. :/

EDIT: I downloaded desmume and it now says 'no dldi' with PAlib's default font :P2.
I think I read about that earlier. Googling for a solution.

EDIT1: I *almost* got it working.

First, download DeSmuME
http://www.robsgames.com/nds/DeSmuME.0.9.4-win32.zip

Then download this dldi file:
http://chishm.drunkencoders.com/DLDI/downloads/mpcf.dldi

Download this zip, unzip it and run the exe.
http://chishm.drunkencoders.com/DLDI/downloads/dlditool-win32-gui.zip

Click on the first [...] and locate the folder of the DLDI. It should now appear in the combo box.
Click on the second [...] and select KSDS RC1.nds.
Now click [Patch], it should succeed.

Now, run DeSmuME.
Go to Emulation > GBA Slot.
Select 'Compact Flash' in the combo box.
Click on the 'folder' radio button, then click OK.

Now load the ROM, it should take a while, and then the screen flashes randomly.
At least it doesn't say 'no dldi'. That's how far I got.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 14, 2010, 10:35:36
btw are you allowed to release the level?  :P2

Oops...  :oops: I actually did it without asking for permission, because I will delete this version in one week (final version will contain only the machine and the tutorial, as usual), and the level looked really nice for testing the final build... OK, I will ask egomassive and if he tells me to delete it, I will delete it from the bundle  :).
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 14, 2010, 10:59:08
I'm glad that you've come that far with your project. :)
Sorry if it has been asked already, but is there any way to run this with an emulator? It relies on external files...
I can't find my DS. :/

Actually, I have been using a "basic" version of KSDS for testing purposes (A virtual filesystem containing the "test" level of KSDS appended to the DS binary using THIS (http://dev-scene.com/NDS/FCSR_Tutorial) technology). I tried to make the game run on emulators with support for FAT but it didn't work. Still, I know there are ways to do it, but I focused on making the game and forgot about this issue  :oops: .

If you want to see how KSDS looks in a emu, HERE IS (http://rodrigoroman.com/rrc2soft/files/KSDSRC1TEST.zip) the rom of the game that is used for testing purposes, and I think it only works with no$gba.

NOTE: Looki, actually your approach can work, you need to have the .nds rom and the "data" folder in the same folder, like this:

root/
  +--- ksds.nds
  +---data/

However, every time I tried that, I run into a certain bug: if the folder had too much files (e.g. the Tileset folder) the game will not find random files  :(.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AClockworkLemon on February 14, 2010, 11:03:06
I GOT IT WORKING IN AN EMU!! WOOT!
To get it working (albeit slowly, probably mah CPU though), Download the iDeaS emulator. and the R4(DS) Revoloution for DS dldipatch from chism. Then patch ksds with it. Open iDeaS, go into properties and find the DLDI dropdown menu select R4-Revoloution For DS. Run the rom. it should work
YAY! =]
BTW, this is GREAT rrc, brillant!
Have my first-ever :hiddenstar:
Trust me, that's an acheivement!

EDIT:
tried the tutorial, and got a KSDS Internal Error:
see attachment
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 14, 2010, 11:14:47
EDIT:
tried the tutorial, and got a KSDS Internal Error:
see attachment

That's what I meant with the "I run into a certain bug"  :( . Try the version I just posted, and only after that you can give me that star  ;)
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AClockworkLemon on February 14, 2010, 11:23:21
nah, you probably deserve 2.
The machine is up and running (seemingly, i'm still in the cutscene)
A Knytt In time also probably works, It seemed to hang on a whit screen, but lets be honest I anit very patient.

NOTVERYNINJAEDIT:
Froze after cutscene (I think)
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AA on February 14, 2010, 11:25:36
I GOT IT WORKING IN AN EMU!! WOOT!
To get it working (albeit slowly, probably mah CPU though), Download the iDeaS emulator. and the R4(DS) Revoloution for DS dldipatch from chism. Then patch ksds with it. Open iDeaS, go into properties and find the DLDI dropdown menu select R4-Revoloution For DS. Run the rom. it should work

Thanks for the tip, I didn't know I had to set that option in the emulator. Unfortunately the game 'runs' at 1-2 FPS for me, so it's not very useful.

Anyway, the game seems to work great so far: I'm playing A Knytt in Time and there have been no problems so far (it takes a bit to load the first cutscene, at first I thought it froze).

I'd like to know what the game does in case there isn't enough space for the optimization files on the card: I skimmed the code, but couldn't figure it out. Thanks in advance.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AClockworkLemon on February 14, 2010, 11:29:33
Nope, your test don't work in the slightest... or do I need to DLDI it?
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 14, 2010, 11:45:04
Anyway, the game seems to work great so far: I'm playing A Knytt in Time and there have been no problems so far (it takes a bit to load the first cutscene, at first I thought it froze).

During that time the game is making a "lookup table" to easily locate the screens within the uncompressed map.bin. Large levels without the optimization are quite unplayable (my goal was "If I can play Gaia, then it is OK")

I'd like to know what the game does in case there isn't enough space for the optimization files on the card: I skimmed the code, but couldn't figure it out. Thanks in advance.

If there is not enough space for the uncompressed files, the optimization screen shows a "red ball" instead of a "green ball" and the situation is shown to the player. The screen you seek is ds_g_map2raw (http://code.google.com/p/knyttds/source/browse/beta/source/ds_g_map2raw.c), and the "error" state (search in the code) is _DS_MAP2RAW_ENDERR. After that, the engine is prepared to not use the uncompressed versions if they are not found.

Nope, your test don't work in the slightest... or do I need to DLDI it?

rename the .ds.gba to .nds, and/or use no$gba 2.6 or (if you have it) 2.6a.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AClockworkLemon on February 14, 2010, 11:49:33
right.
one more thingy,
Does anyone know how to re-map keys in iDeaS? I can open the menu to do so, but any changes I make are not saved.... (and yes, i pressed "OK" X) )
I can edit them in the ini, but I dont know what values to replace it with
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 14, 2010, 12:00:18
I can edit them in the ini, but I dont know what values to replace it with

Here are those values:

http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AClockworkLemon on February 14, 2010, 12:12:31
WARGH! It overwrites them everytime!
I would use the defauld mapping, but the move keys seem to be mapped to the cursors according to the website you posted, but they are mapped to the numpad cursors. Also, my laptop keyboard dosn't have a numpad =(
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: Looki on February 14, 2010, 17:31:14
rrc2soft, your test rom works fine. :) However, my approach still doesn't. I have the same directory setup as you.

AClockworkLemon, iDeaS just crashes for me. it doesn't even have a dldi menu.
Got it from http://www.ndsemulator.com/nintendo-ds/ideas-download.htm
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AA on February 14, 2010, 19:06:59
^ That's a very old version. You could try this one (http://www.emulator-zone.com/download.php/emulators/nds/ideas/ideas1032.7z), but I couldn't disable the debugger.

EDIT: I got some Flag/Warp issues with A Knytt in Time. Tomorrow I'll check whether it's a problem with the level itself or not.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 14, 2010, 19:27:43
EDIT: I got some Flag/Warp issues with A Knytt in Time. Tomorrow I'll check whether it's a problem with the level itself or not.

Whenever you can, tell me the screens involved and the flags involved  :) . I have till next friday to do bug-hunting!  X)
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: Looki on February 14, 2010, 21:11:47
Ah, thanks AA. Your link redirects me to the main page but I found it there.
I found that link while googling, but I always had bad luck with that site. Most emulator versions are 200 years old.
So was the one I downloaded - It was created in 2006.  :oops:
Still doesn't work, though. Nothing happens when I load it and press run.  :/
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AA on February 15, 2010, 08:18:10
Whenever you can, tell me the screens involved and the flags involved  :) . I have till next friday to do bug-hunting!  X)

In screen x1007y985 you're supposed to take the Run Power-up and exit the room via Shift B, which will normally take you to x1007y986; however, in the latter screen there's a FlagWarp triggered by the Run Power-up (Power0), which should warp you to x1007y988. It appears that the FlagWarp doesn't work, not even if you exit x1007y986 from the left and come back.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 15, 2010, 08:56:30
It appears that the FlagWarp doesn't work, not even if you exit x1007y986 from the left and come back.

Sounds easy - probably a small bug in the warp management. I'll try to fix it today or tomorrow. Thanks!  :D
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AClockworkLemon on February 15, 2010, 10:26:29
^ That's a very old version. You could try this one (http://www.emulator-zone.com/download.php/emulators/nds/ideas/ideas1032.7z), but I couldn't disable the debugger.
1.0.3.2? That's the one I am running......

EDIT:
My bad... X-P
Anyway, anyone running 1.0.3.2 figured out how to re-map the buttons? I managed to get it running 'cuz i plugged in mah old keyboard, but i dont want to be doing that everytime...
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: Looki on February 15, 2010, 20:10:36
What are you talking about? He obviously was talking to me.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 16, 2010, 00:07:30
In screen x1007y985 you're supposed to take the Run Power-up and exit the room via Shift B, which will normally take you to x1007y986; however, in the latter screen there's a FlagWarp triggered by the Run Power-up (Power0), which should warp you to x1007y988. It appears that the FlagWarp doesn't work, not even if you exit x1007y986 from the left and come back.

FIXED! (http://rodrigoroman.com/rrc2soft/files/KSDS RC1a.zip) :)
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: Purple Pineapple on February 16, 2010, 06:05:41
Know what, you deserve a :hiddenstar: for all the hard work you put into this.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: Exp HP on February 16, 2010, 06:35:19
Humanity would be committing a grave sin if all he got was 1 star, so...

:hiddenstar:

One from me, too!
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: smeagle on February 16, 2010, 07:49:32
me 2!
:hiddenstar:
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AClockworkLemon on February 16, 2010, 07:50:11
Ok, I think it's just the fact that I'm running this on an emulator, but in A Knytt in time (and possibly other levels as well), The game freeses when I reach the edge of the first screen. Other than freezing, another symptom is that the power-up bar, which is normally at the top of the top screen, is copied to the bottom of the top screen, where the game info is. As I said, it's probably got something to do with the emulator, but I thought it was a a bug I should point out.  C)p
:hiddenstar::hiddenstar::hiddenstar::hiddenstar::hiddenstar::hiddenstar::hiddenstar::hiddenstar::hiddenstar::hiddenstar::hiddenstar:
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AA on February 16, 2010, 15:30:16
Great!

I found another bug though, in the same level. Screen x1002y1003 has a glass tube (Bank 15 Object 24) which disappears as soon as you enter the room. I assume this happens because there's no switch in the room to open it, and I suppose this would apply to the horizontal glass tube as well (Object 23).

Hopefully fixing this bug is as easy as the previous one.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 16, 2010, 18:33:53
I found another bug though, in the same level. Screen x1002y1003 has a glass tube (Bank 15 Object 24) which disappears as soon as you enter the room. I assume this happens because there's no switch in the room to open it, and I suppose this would apply to the horizontal glass tube as well (Object 23).

FIXED! (http://rodrigoroman.com/rrc2soft/files/KSDS RC1a.zip)  :D (It was quite easy, fortunately)
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AA on February 17, 2010, 10:37:06
Another generic bug: when you have the Climb and Double Jump Power-ups (I checked this only when you have the High Jump as well, but it might be irrelevant), and you're on a wall like this

(http://i49.tinypic.com/345oiac.png)

If you let yourself fall off the lower ledge (either by pressing down to slide faster or by not doing anything), you won't be able to use the Double jump while falling.

I hope this was clear enough.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 17, 2010, 13:47:45
It is clear  :) . Will be fixed ASAP.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AA on February 17, 2010, 16:18:19
Always in A Knytt in Time, at x992y1006 there's a ghost slime (Bank 12 Object 6): I can see it without the Ghost Eye, although it doesn't drip water. Weird.

EDIT: there's also something wrong in screen x1000y971: both Shifts send you to screen x1000y953, but at different positions. From there you'd get Shifted again shortly, but on KSDS you'll get killed instantly. I don't really get it though, there's no kill tile, but maybe the wallswim conflicts with either the Sticky Object or the No Jump one.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 18, 2010, 18:33:18
EDIT: there's also something wrong in screen x1000y971: both Shifts send you to screen x1000y953, but at different positions. From there you'd get Shifted again shortly, but on KSDS you'll get killed instantly. I don't really get it though, there's no kill tile, but maybe the wallswim conflicts with either the Sticky Object or the No Jump one.

...and here I realized that deep water DOES NOT KILL Juni X-P Thanks!
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: Exp HP on February 18, 2010, 18:35:32
...and here I realized that deep water DOES NOT KILL Juni X-P Thanks!

lol u shulda chekd teh compendium (http://nifflas.lpchip.nl/index.php?topic=2628.0)  (<--shameless self-advertisement)
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 19, 2010, 02:18:49
Everything FIXED (http://rodrigoroman.com/rrc2soft/files/KSDS%20RC1a.zip) (kinda  :P )

BTW, AA... thanks for these last-minutes tests! For you! :hiddenstar:
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: Looki on February 19, 2010, 02:39:31
Everything FIXED (http://"rodrigoroman.com/rrc2soft/files/KSDS%20RC1a.zip") (kinda  :P )

BTW, AA... thanks for these last-minutes tests! For you! :hiddenstar:

Fixed the url:
http://rodrigoroman.com/rrc2soft/files/KSDS%20RC1a.zip
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: Pumpkinbot on February 19, 2010, 04:13:54
I got an R4! I got an R4! And guess what's inside it! :nuts:

I downloaded this and I'm trying to run it. But when I turn on my DS, it says "LOADING..." and it stays there. <_<
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: Gorfinhofin on February 19, 2010, 05:18:08
Unfortunately, Pumpkinbot, you might have a fake R4. My friend ordered an "R4" and I think his does the same thing. His also has a giant screw sticking out of the back.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: Pumpkinbot on February 19, 2010, 05:49:48
Unfortunately, Pumpkinbot, you might have a fake R4. My friend ordered an "R4" and I think his does the same thing. His also has a giant screw sticking out of the back.
I don't think so. I figured out that my SD Card was a SDHC, which R4s can't use. Also, it's 8GB, and they only take 2GB SD Cards, for some odd reason...
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: AA on February 19, 2010, 09:37:44
Everything FIXED (http://"rodrigoroman.com/rrc2soft/files/KSDS%20RC1a.zip") (kinda  :P )

BTW, AA... thanks for these last-minutes tests! For you! :hiddenstar:

No need for thanks: I'm just playing that new level, reporting what I find along the way.
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 19, 2010, 18:12:56
Hi!, everyone,

After two years in the making... I was unable to wait four hours  :)

Knytt Stories DS v1.0 has been released!!!! (http://www.rodrigoroman.com/rrc2soft/nds_dsknytt.html)

Enjoy  C)
Title: Re: [RELEASE CANDIDATE 1] Knytt Stories DS
Post by: rrc2soft on February 19, 2010, 18:22:32
BTW...

I downloaded this and I'm trying to run it. But when I turn on my DS, it says "LOADING..." and it stays there. <_<

Try the compatibility version included in the V1.0  ;)
Title: Re: [V1.0] Knytt Stories DS
Post by: AA on February 20, 2010, 14:22:17
Still playing the level, and I think I've found another small bug: having the Double Jump and the Umbrella, when you glide on an ascending current (Bank 15 Object 5), you lose the second jump.
Title: Re: [V1.0] Knytt Stories DS
Post by: Feline Monstrosity on February 20, 2010, 18:44:25
Congratulations on getting this far! It's a real achievement! C)
I look forward to trying this out soon.
Title: Re: [V1.0] Knytt Stories DS
Post by: Pumpkinbot on February 20, 2010, 18:51:31
I fixed the loading problem on my R4, and I'm now gonna download KSDS. :)

But might I suggest an option to rename the data folder? A lot of other games might use a folder called "Data", so renaming it "KSDS_Data" would be useful.

Edit: Also, a few aesthetics: first, Juni's icon on the map is too far to the right. (Look at it when you're climbing on a left wall and again on a right wall.) I'd suggest shifting it to the left about two pixels.

Also, I noticed all the objects are blue squares on the map. Does this count for the invisible blocks, too? That may be a problem on some maze levels or this one "Flashlight" game I remember playing. I haven't played any games with that in it yet (only played the tutorial and The Machine), so I dunno if it does that. I see that the water doesn't do that, though. :P

Third, in the original Knytt Stories, Juni respawns rather quickly. I kinda like the new death animation and the fact that it's slower, but, on some levels, like TrickJumps or levels that are hard to impossible, you might wanna speed up the spawn speed. Or have it be changeable in the options menu. :)

Other than that, you win a :hiddenstar:. Though I know you got lots already from this. :awsum: Now if only if someone could port the level editor...:shifty:


Edit: Juni can also moonwalk. ._. Jump, and, in midair, hold down or up. If you keep holding down (or up) when she lands, she'll play her walking animation while still.
Edit: Adding on to this, if you hold right or left and then slide to up or down, Juni will continue in that direction and the camera won't follow until you release.


Edit: One last thing: I miss the ctrl+R and ctrl+S. D: (And I, too, have encountered the ledge-double-jump glitch.)


Edit: I lied. One last last thing: When Juni pressed down to save on a save spot that's a few tiles above the ground, the screen will move down because of the camera. :(


Edit: One more last last thing: it's really annoying having to convert every single song and ambiance file to MP3. D: Can't you do an in-game conversion, or, better yet, use OGG?

Edit: I beat The Machine on KSDS, so I tried to install Sky Flower, Gustav's Daughter, A Strange Dream, An Underwater Adventure, and This Level Is Unfinished, and I even converted all the songs by hand (...), but whenever I try to play the game freezes. :U HALP
Edit: I found the actual ASD expansion pack on the stack, so I guess it's solved (though I don't have Gustav's Daughter), but still, how do I install other levels?
Edit: AUA doesn't work. D: It freezes when I go to the second screen. This is the one that came from your site, rrc2.
Title: Re: [V1.0] Knytt Stories DS
Post by: steynj on February 21, 2010, 02:49:22
But might I suggest an option to rename the data folder? A lot of other games might use a folder called "Data", so renaming it "KSDS_Data" would be useful.
This is a really good idea. I have other homebrew that have 'Data' folders in the root, so if you could rename it, it wouldn't be as confusing.

Edit: Also, I noticed all the objects are blue squares on the map. Does this count for the invisible blocks, too? That may be a problem on some maze levels or this one "Flashlight" game I remember playing. I haven't played any games with that in it yet (only played the tutorial and The Machine), so I dunno if it does that. I see that the water doesn't do that, though. :P

Invisible blocks are in both the tutorial and The Machine, aren't they? The ones that you see with the eye powerup? They don't appear as blue squares on the map.

Edit: Third, in the original Knytt Stories, Juni respawns rather quickly. I kinda like the new death animation and the fact that it's slower, but, on some levels, like TrickJumps or levels that are hard to impossible, you might wanna speed up the spawn speed. Or have it be changeable in the options menu. :)
I think this is a good idea. It takes way too long for me.

Edit: One more last last thing: it's really annoying having to convert every single song and ambiance file to MP3. D: Can't you do an in-game conversion, or, better yet, use OGG?
This.

Edit: AUA doesn't work. D: It freezes when I go to the second screen. This is the one that came from your site, rrc2.

I'll test it out now and report back.
Title: Re: [V1.0] Knytt Stories DS
Post by: Pumpkinbot on February 21, 2010, 06:51:09
But might I suggest an option to rename the data folder? A lot of other games might use a folder called "Data", so renaming it "KSDS_Data" would be useful.
This is a really good idea. I have other homebrew that have 'Data' folders in the root, so if you could rename it, it wouldn't be as confusing.
:awsum:

Edit: Also, I noticed all the objects are blue squares on the map. Does this count for the invisible blocks, too? That may be a problem on some maze levels or this one "Flashlight" game I remember playing. I haven't played any games with that in it yet (only played the tutorial and The Machine), so I dunno if it does that. I see that the water doesn't do that, though. :P

Invisible blocks are in both the tutorial and The Machine, aren't they? The ones that you see with the eye powerup? They don't appear as blue squares on the map.
Those, yeah, but what about the black squares that disappear when you walk into them? Those don't, right?

Edit: Third, in the original Knytt Stories, Juni respawns rather quickly. I kinda like the new death animation and the fact that it's slower, but, on some levels, like TrickJumps or levels that are hard to impossible, you might wanna speed up the spawn speed. Or have it be changeable in the options menu. :)
I think this is a good idea. It takes way too long for me.
:awsum:

Edit: One more last last thing: it's really annoying having to convert every single song and ambiance file to MP3. D: Can't you do an in-game conversion, or, better yet, use OGG?
This.
This what? This love has taken it's toll? On me?

Edit: AUA doesn't work. D: It freezes when I go to the second screen. This is the one that came from your site, rrc2.

I'll test it out now and report back.
Good. I haven't actually beaten AUA. Evar. D:
Title: Re: [V1.0] Knytt Stories DS
Post by: rrc2soft on February 21, 2010, 16:45:56
Suggestions heard and written in the code website. However I'll not touch KSDS for a while... hell, I even didn't finish Saira (just two solar systems!!!!!  :moody:)

But might I suggest an option to rename the data folder? A lot of other games might use a folder called "Data", so renaming it "KSDS_Data" would be useful.

Actually, the full folder is data/dsknytt. That was an old convention when people suggested to store all the data of homebrew games/apps in subfolders inside the data folder. Anyway, issue stored.

Also, a few aesthetics: first, Juni's icon on the map is too far to the right. (Look at it when you're climbing on a left wall and again on a right wall.) I'd suggest shifting it to the left about two pixels.

Will try my best.

Also, I noticed all the objects are blue squares on the map. Does this count for the invisible blocks, too? That may be a problem on some maze levels or this one "Flashlight" game I remember playing. I haven't played any games with that in it yet (only played the tutorial and The Machine), so I dunno if it does that. I see that the water doesn't do that, though. :P

Will check it.

Third, in the original Knytt Stories, Juni respawns rather quickly. I kinda like the new death animation and the fact that it's slower, but, on some levels, like TrickJumps or levels that are hard to impossible, you might wanna speed up the spawn speed. Or have it be changeable in the options menu. :)

OK.

Other than that, you win a :hiddenstar:. Though I know you got lots already from this. :awsum: Now if only if someone could port the level editor...:shifty:


Thanks...but I'll not do the editor, I am finished with Knytt Stories (besides bugs, of course  :P )

Juni can also moonwalk. ._. Jump, and, in midair, hold down or up. If you keep holding down (or up) when she lands, she'll play her walking animation while still.
Adding on to this, if you hold right or left and then slide to up or down, Juni will continue in that direction and the camera won't follow until you release.


OK, but I like a moonwalking Juni  X-P

One last thing: I miss the ctrl+R and ctrl+S. D: (And I, too, have encountered the ledge-double-jump glitch.)


Ufff... difficult, because it wasn't trivial to allow the player quit the game OR respawn with the "select" button. Will try to think on something

I lied. One last last thing: When Juni pressed down to save on a save spot that's a few tiles above the ground, the screen will move down because of the camera. :(


OK

One more last last thing: it's really annoying having to convert every single song and ambiance file to MP3. D: Can't you do an in-game conversion, or, better yet, use OGG?


Impossible. The DS cannot use OGG to play games (as far as I know  :shifty:), and the conversion in the DS would be veeeeeeeery slow.

I beat The Machine on KSDS, so I tried to install Sky Flower, Gustav's Daughter, A Strange Dream, An Underwater Adventure, and This Level Is Unfinished, and I even converted all the songs by hand (...), but whenever I try to play the game freezes. :U HALPI found the actual ASD expansion pack on the stack, so I guess it's solved (though I don't have Gustav's Daughter), but still, how do I install other levels? AUA doesn't work. D: It freezes when I go to the second screen. This is the one that came from your site, rrc2.

Hmmm... it works in my card. Maybe is because the R4 is too slow... still, try to deactivate the sound, move to the next save spot, and activate the music again. Last time it happened to me something similar with a level (don't remember which one), and the trick worked.
Title: Re: [V1.0] Knytt Stories DS
Post by: Pumpkinbot on February 21, 2010, 18:37:59
But might I suggest an option to rename the data folder? A lot of other games might use a folder called "Data", so renaming it "KSDS_Data" would be useful.
Actually, the full folder is data/dsknytt. That was an old convention when people suggested to store all the data of homebrew games/apps in subfolders inside the data folder. Anyway, issue stored.
Well, lookie that. Problem solved. :D
Also, a few aesthetics: first, Juni's icon on the map is too far to the right. (Look at it when you're climbing on a left wall and again on a right wall.) I'd suggest shifting it to the left about two pixels.
Will try my best.
Awesome. Also, I think its a pixel too low, too. :/

Also, I noticed all the objects are blue squares on the map. Does this count for the invisible blocks, too? That may be a problem on some maze levels or this one "Flashlight" game I remember playing. I haven't played any games with that in it yet (only played the tutorial and The Machine), so I dunno if it does that. I see that the water doesn't do that, though. :P
Will check it.
Actually, I don't think it does 'cause (most) stationary objects don't do that. :P

Other than that, you win a :hiddenstar:. Though I know you got lots already from this. :awsum: Now if only if someone could port the level editor...:shifty:

Thanks...but I'll not do the editor, I am finished with Knytt Stories (besides bugs, of course  :P )[/quote]Yeah, I was just saying somebody. What program did you make it in? I might try to learn enough to do that. :D

Juni can also moonwalk. ._. Jump, and, in midair, hold down or up. If you keep holding down (or up) when she lands, she'll play her walking animation while still.
Adding on to this, if you hold right or left and then slide to up or down, Juni will continue in that direction and the camera won't follow until you release.

OK, but I like a moonwalking Juni  X-P
:nuts:

One last thing: I miss the ctrl+R and ctrl+S. D: (And I, too, have encountered the ledge-double-jump glitch.)

Ufff... difficult, because it wasn't trivial to allow the player quit the game OR respawn with the "select" button. Will try to think on something
Ooh! I know! The start button isn't used! We can make a start menu that has "Return to Game", "Respawn", and "Mute/Unmute Music". :D


One more last last thing: it's really annoying having to convert every single song and ambiance file to MP3. D: Can't you do an in-game conversion, or, better yet, use OGG?

Impossible. The DS cannot use OGG to play games (as far as I know  :shifty:), and the conversion in the DS would be veeeeeeeery slow.
Actually, this application, Ogg Demo (http://nintendo-ds.dcemu.co.uk/oggdemo.shtml) is a kind of decoder (dunno how fast it is or how reliable). Or, you could learn what exactly an ogg file is internally, and then make a script or something to tell KSDS what to do.
...Can't you? I've never used script, so I dunno. x)


I beat The Machine on KSDS, so I tried to install Sky Flower, Gustav's Daughter, A Strange Dream, An Underwater Adventure, and This Level Is Unfinished, and I even converted all the songs by hand (...), but whenever I try to play the game freezes. :U HALPI found the actual ASD expansion pack on the stack, so I guess it's solved (though I don't have Gustav's Daughter), but still, how do I install other levels? AUA doesn't work. D: It freezes when I go to the second screen. This is the one that came from your site, rrc2.
Hmmm... it works in my card. Maybe is because the R4 is too slow... still, try to deactivate the sound, move to the next save spot, and activate the music again. Last time it happened to me something similar with a level (don't remember which one), and the trick worked.
I'll try it. How do I deactivate the sound though? Just turn it off from he volume switch on my DS? Or...what?
Title: Re: [V1.0] Knytt Stories DS
Post by: AA on February 21, 2010, 21:18:16
Quote from: Pumpkinbot
Yeah, I was just saying somebody. What program did you make it in? I might try to learn enough to do that. :D

I think it's not much an issue of programming it (I made the Java editor myself, it shouldn't be that hard to make one in C++), but rather fitting everything in the DS's small screen without making it unusable. Given the console's limited resources, it might be even impossible to test levels on the fly.

Quote
Ooh! I know! The start button isn't used! We can make a start menu that has "Return to Game", "Respawn", and "Mute/Unmute Music". :D

Start is used to toggle between screen and map view on the top screen. I miss Ctrl+R too, but I'd say well-designed levels shouldn't really need them: I'd rather have a pause button instead, closing the DS isn't practical for action levels.


Quote
Actually, this application, Ogg Demo (http://nintendo-ds.dcemu.co.uk/oggdemo.shtml) is a kind of decoder (dunno how fast it is or how reliable). Or, you could learn what exactly an ogg file is internally, and then make a script or something to tell KSDS what to do.
...Can't you? I've never used script, so I dunno. x)

The main reason OGG isn't used on DS is that it takes more processing power to decode compared to MP3, or at least that's what I read. KSDS might not have enough CPU to spare. Regarding that Ogg Demo, I suppose you'd have to downsample the audio files first.
Title: Re: [V1.0] Knytt Stories DS
Post by: Pumpkinbot on February 22, 2010, 00:27:11
Quote from: Pumpkinbot
Yeah, I was just saying somebody. What program did you make it in? I might try to learn enough to do that. :D
I think it's not much an issue of programming it (I made the Java editor myself, it shouldn't be that hard to make one in C++), but rather fitting everything in the DS's small screen without making it unusable. Given the console's limited resources, it might be even impossible to test levels on the fly.
Touch screen is the screen you're editing, top screen is the stuff. You can flip between the two by pressing a button. To test, press start and it could save the game, close the level editor, and flip to the actual KS game, and, in the KSDS file itself, add a script: if leveleditor = true (add select menu "Return to Editor") or something. :P

Quote
Ooh! I know! The start button isn't used! We can make a start menu that has "Return to Game", "Respawn", and "Mute/Unmute Music". :D
Start is used to toggle between screen and map view on the top screen. I miss Ctrl+R too, but I'd say well-designed levels shouldn't really need them: I'd rather have a pause button instead, closing the DS isn't practical for action levels.
Oh, duh. Well, mebbeh select, then? And add an option for "Quit Game"?

Quote
Actually, this application, Ogg Demo (http://nintendo-ds.dcemu.co.uk/oggdemo.shtml) is a kind of decoder (dunno how fast it is or how reliable). Or, you could learn what exactly an ogg file is internally, and then make a script or something to tell KSDS what to do.
...Can't you? I've never used script, so I dunno. x)
The main reason OGG isn't used on DS is that it takes more processing power to decode compared to MP3, or at least that's what I read. KSDS might not have enough CPU to spare. Regarding that Ogg Demo, I suppose you'd have to downsample the audio files first.
Aww...Well, to be nice in my future games, I'm gonna include a .mp3 download of each song in the topic for the game. :awsum:

Edit: Oh yeah, rrc2! I tried what you said (options menu mutes music lol I fail) and it worked and I beat AUA! FWEE.


Edit: Idea tiem! First, custom colored maps! Maybe in the world.ini, you can have something like this...

Code: [Select]
[Map Color]
Color=blue
Screens=1000,1000
1001,1000
1002,1000
Color=red
Screens=1000,1001
1000,1002
...etc, so we could have colored maps. This would be great for a level I'm kinda making now, where it's split into multiple areas, similar to TMG. :]

Also, a glitch. It looks like the water (maybe all objects?) needs to be shifted to the right a pixel. ;)
Title: Re: [V1.0] Knytt Stories DS
Post by: Elric Ackbar on February 23, 2010, 05:19:34
Hi rrc2soft,

thank you very much for this awesome remake. I didnīt know anything about the original game. (so also some thanks go to Nifflas and company)
Knytt Stories DS is now part of my "all-time-homebrew-game-pantheon". (including Powder and Still Alive DS)
I really enjoyed the stories that came with the download(s) and played through them all, fantastic.  

Only had a few freezes while having played for way more than 10 hours, thank god there are always enough savepoints around. (can only confirm freezes on Gaia 1.5  right now [unripped maps, all sounds within sizelimit], about the other freezes, I donīt remember. But they mostly happened when entering the first screen to the left of a new story.)

Some general questions:

How does uncompressing maps affect the gameplay?
- Does it load faster between screens?
and or
-Is it running more stable?
-Is there a way to save the setting of the options in an .ini-file or something? (when playing bigger stories like Gaia I always have to go to the options, to deactivate "uncompress maps", or wait once for about 4 hours :-))


am I right in my assumption, that the uncompressed maps/stories are stored in the "_RAW"-folder? (sooo, can I delete the particular content of this folder after having played through a specific story?)


I ate a mushroom and now I feel sTrAnGe
Spoiler: (click to show/hide)


Regarding planned bugfixing:

But might I suggest an option to rename the data folder? A lot of other games might use a folder called "Data", so renaming it "KSDS_Data" would be useful.

Actually, the full folder is data/dsknytt. That was an old convention when people suggested to store all the data of homebrew games/apps in subfolders inside the data folder. Anyway, issue stored.

From my point of view, the solution "data/dsknytt" is perfect. I do not see any problem in it. Sure other Games also use the "data" directory, but thats why there are  subdirectories like "dsknytt", "Powder", "LemmingsDS", "pocketphysics", "dsx86" etc. . Hell, I even wish ALL the homebrew applications would do it, so that my rootdirectory wouldnīt look like a mess.

Iīm going back to play Knytt Stories DS now...,  for the next couple of years.
THX for the effort and endurance man, you are awesome.

edit: cyclo DS v1.56, 8gb sd card (not formatted for some time)

[mod]replaced colour tag with more fitting spoiler tag[/mod]
Title: Re: [V1.0] Knytt Stories DS
Post by: rrc2soft on February 25, 2010, 09:55:06
Hi rrc2soft,

thank you very much for this awesome remake. I didnīt know anything about the original game. (so also some thanks go to Nifflas and company)

Glad you liked it, and glad you discovered Nifflas games  :) .

Only had a few freezes while having played for way more than 10 hours, thank god there are always enough savepoints around. (can only confirm freezes on Gaia 1.5  right now [unripped maps, all sounds within sizelimit], about the other freezes, I donīt remember. But they mostly happened when entering the first screen to the left of a new story.)

Yup, the "first screen freeze"... I truly really don't know why that bug appears  :sad:. Fortunately, it does not happen very often.

How does uncompressing maps affect the gameplay?
- Does it load faster between screens?
and or
-Is it running more stable?
-Is there a way to save the setting of the options in an .ini-file or something? (when playing bigger stories like Gaia I always have to go to the options, to deactivate "uncompress maps", or wait once for about 4 hours :-))

Uncompressing maps (and pngs) makes the screen loading times *very* fast in comparison with the normal loading times. The stability of the engine is the same (theoretically...). And the ini file... just stored it as an issue to implement in 1.0a  ;).


am I right in my assumption, that the uncompressed maps/stories are stored in the "_RAW"-folder? (sooo, can I delete the particular content of this folder after having played through a specific story?)

Yes, you are right. Delete if you need the disk space  :)

I ate a mushroom and now I feel sTrAnGe SPOILER:

It happens to everyone that ate that ****** mushroom  :P2

Spoiler: (click to show/hide)

The best configuration for the song is mp3, 11050, 16kbps. Use it and you should be able to play the whole story (I did).


Iīm going back to play Knytt Stories DS now...,  for the next couple of years.
THX for the effort and endurance man, you are awesome.

THX to you for playing it, and remember to try other Nifflas games ;)

Edit by Miss Paula: Edited spoiler into quote according to fix made in the previous (=quoted) post
Title: Re: [V1.0] Knytt Stories DS
Post by: egomassive on March 05, 2010, 06:20:05
From the author of A Knytt in Time. I don't have a DS myself, but I was contacted by DS user:

Quote from: Man18
Ive been trying a few times and have been reading the walkthrough and asking for directions to be able to get past the stage that you do to get the blue key, cant seem to get to the island becuase when I jump off and get as high as possible I get stopped by an invisible wall and end up falling into the water.

There are no invisible blocks in the sky. After, suggesting some possible solutions he came back with:

Quote from: Man18
I am actually using the RccSoft port to the nintendo ds, the invisible wall isnt exactly so much an invisible wall but the edge of the map, when i glide I follow the map list to the right so instead of opening new blocks it just makes me slide down until I can reach the block below and continue my decent.

If voids are non-accessible in KSDS the he must be reaching the edge of the map. In the PC version this is not possible. It sounds to me like people can glide farther in KSDS than they can in the original. If this is the case, it will break a lot of games. I've advised people to hold the jump key down while gliding in the walkthrough. I believe this is what Man18 did.
Title: Re: [V1.0] Knytt Stories DS
Post by: AA on March 05, 2010, 08:47:37
^ I can tell you void screens are accessible, at least in my version. Actually, I can't jump that far at that point in the level; I can't reach the island though, maybe because I can't perform the second jump after I've glided onto the ascending currents (unless I'm supposed to make it without that).
Title: Re: [V1.0] Knytt Stories DS
Post by: egomassive on March 05, 2010, 09:50:36
If you can reach the up-drafts you should make it to the Island, double jumping is not necessary. There's actually a lot of leeway as long as you hold the jump key, at least there is on the PC. I don't know what the problem is with the DS version then.
Title: Re: [V1.0] Knytt Stories DS
Post by: rrc2soft on March 05, 2010, 10:03:04
If you can reach the up-drafts you should make it to the Island, double jumping is not necessary. There's actually a lot of leeway as long as you hold the jump key, at least there is on the PC. I don't know what the problem is with the DS version then.

Hmmm.... probably the problem lies in the "umbrella + air + jumping" mechanism. I'll take a look at it and try to develop a 1.0a that solves this problem. Sorry!  :oops:. Anyway, can you tell me screens where they problem may lie, so I can make some tests?

(BTW Offtopic: KSDS conquering the chinese market! (http://forum.tgbus.com/viewthread.php?tid=916953&extra=page%3D2)  XD )

Title: Re: [V1.0] Knytt Stories DS
Post by: AA on March 05, 2010, 14:22:58
Starting from screen x989y964, you jump to the right, catch the winds with the Umbrella, then keep gliding to the right. I don't think I'm doing anything wrong when gliding, but I always end up falling into the water at x995y970, never reaching the next screen.

It's weird that in my version gliding gets closer than in the original, while in Man18's version it gets farther.
Title: Re: [V1.0] Knytt Stories DS
Post by: egomassive on March 05, 2010, 16:39:03
I made an image of how it's supposed to work. (see picture) I've highlighted the updrafts. The white line is my best jump without double jumping. The orange line is what happens when I run off the edge without jumping and never touch the jump button.
Quote from: Man18
when I jump off I go right down wall down then it goes in a down right pattern that end up right after the water on the left with the porcupine and the no spiked animal in the little gap.

I checked to see if the 'wall' might be related to music loading (maybe it ignores input while this happens?) but the music doesn't start until you see the dock. It does change tilesets one screen above the surface.

If it is the updraft that is causing the trip to go haywire on the DS. I've tested and it is possible to double jump past the updraft, then open the umbrella, and make it to the boat. In other words, don't let the updraft touch the umbrella. If that bypasses the problem, then we'll know updrafts are the culprits.
Spoiler: western sky (click to show/hide)
Title: Re: [V1.0] Knytt Stories DS
Post by: jubei on March 08, 2010, 14:25:27
Hi. I'm also not reaching the island. I think Man18 misunderstood the "invisible wall": because of the scrolling in KSDS falling in front of a constant-colored background looks like you're falling straight down instead of falling to the side.

So gliding in KSDS gets closer than in the original, and Man18, AA and I end up falling into the water.
Title: Re: [V1.0] Knytt Stories DS
Post by: rrc2soft on March 08, 2010, 17:39:38
So gliding in KSDS gets closer than in the original, and Man18, AA and I end up falling into the water.

My (main) computer just got fixed, so I'll try my best to do something about it.
Title: Re: [V1.0] Knytt Stories DS
Post by: jubei on March 15, 2010, 18:01:19
with some stories (Gaia, Brent Land) the game freezes during the optimization. so i turned optimization off for Gaia, but then when i reach a particular spot, the game freezes everytime. you'll find this spot by starting at savepoint at X=1055, Y=1003 and jumping the next two screens upwards.

i tried to avoid both problems on several flash-cards (cyclo evolution, m3i zero, m3simply) and also tried the compatibility version with sound deactivated.

hopefully there is something that i or you can do about it ;)

and btw: totally love the game & totally love playing it on my ds. so thanks for your awesome work :)


/edit:
another problem: maybe the jumping height is a little bit less than in the original game. In Fredrik Andersson's "Core", starting from savepoint at X=992, Y=1015 (after collecting the higher jumping ability on the left), going down and the next screen right, you cannot pass the gap (see attached picture).
Title: Re: [V1.0] Knytt Stories DS
Post by: egomassive on March 17, 2010, 05:09:00
Holding the jump key down is supposed to increase the jump height and width, increase acceleration in updrafts, and lengthen gliding distance. I wonder if some of these effects weren't implemented.
Title: Re: [V1.0] Knytt Stories DS
Post by: rrc2soft on March 19, 2010, 09:44:13
hopefully there is something that i or you can do about it ;)

Will take a look at it.

Holding the jump key down is supposed to increase the jump height and width, increase acceleration in updrafts, and lengthen gliding distance. I wonder if some of these effects weren't implemented.

That one is actually the source of certain problems  ;) .
Title: Re: [V1.0] Knytt Stories DS
Post by: Pumpkinbot on March 22, 2010, 04:24:22
Holding the jump key down is supposed to increase the jump height and width, increase acceleration in updrafts, and lengthen gliding distance. I wonder if some of these effects weren't implemented.

That one is actually the source of certain problems  ;) .
And the fact that I can't get any further on "A Knytt In Time". D:
Title: Re: [V1.0] Knytt Stories DS
Post by: rrc2soft on March 23, 2010, 19:21:30
Holding the jump key down is supposed to increase the jump height and width, increase acceleration in updrafts, and lengthen gliding distance. I wonder if some of these effects weren't implemented.

That one is actually the source of certain problems  ;) .
And the fact that I can't get any further on "A Knytt In Time". D:

I am fixing that right now... don't despair! Still, if you *really* want to end "A knytt in time", you can copy the save of the DS and play on the PC, and viceversa.
Title: Re: [V1.0] Knytt Stories DS
Post by: jubei on March 26, 2010, 12:55:45
another issue: in "Gorfinhofin - The Storm's Coming" there is a spot (around X=995,Y=1017) where you have to glide with your umbrella through some switching lasers. (no chance to manipulate because no double-jump or climbing ability available there.) while in the windows-version the timing is perfect, on the ds you always hit the laser.
Title: Re: [V1.0] Knytt Stories DS
Post by: rrc2soft on April 09, 2010, 00:44:10
All game-breaking issues (The great race, gaia, a knytt in time, The Storm's Coming) have been solved. Tomorrow night, at Spanish time, will upload the v1.0a to the website.

(On the meantime, this is the nightly build (http://www.rodrigoroman.com/rrc2soft/files/dsknytt1.0a.zip)  ;) ).
Title: Re: [V1.0a] Knytt Stories DS
Post by: AA on April 09, 2010, 13:25:35
Thanks! A Knytt in Time works fine for me. However, the bug about the Double Jump after an updraft is still there; it's not that bad, though, as there are very few levels relying on that kind of jump (I only remember a couple, and they're very old).

P.S: after looking at the code, I couldn't figure out what's wrong; it's probably a call to _ds_juni_change() with the 'reset' flag set (ds_juni.c, line 64), since any other function that resets ds_global_juni.inDblJump seems ok.
Title: Re: [V1.0a] Knytt Stories DS
Post by: rrc2soft on April 10, 2010, 23:53:59
P.S: after looking at the code, I couldn't figure out what's wrong; it's probably a call to _ds_juni_change() with the 'reset' flag set (ds_juni.c, line 64), since any other function that resets ds_global_juni.inDblJump seems ok.

You are actually right, and the problem is located in the "reset" flag (Thanks!). Sometimes it is embarrassing to look back and see how bad some design decisions were  :oops:

Spoiler: (click to show/hide)

Update: OK, v1.0a updated  :)
Title: Re: [V1.0a] Knytt Stories DS
Post by: Antikythera on July 29, 2010, 18:04:00
So, so thankful to this. Have a  :hiddenstar:. I have no idea what they do but other people did it so why not.

However there really is one crucial feature that's definitely missing: a restart feature. I don't think the importance of it can be overstated. It's not a huge deal, no, but I use it on almost every level I play. I always want to explore as much as possible, to I usually try to go the "wrong" way when I come to a fork first. I think the best way to do it would be to move map switching to select, and to put a pause menu on start with Restart, Quit to Menu, and maybe something like Music On/Off.

Really great work. My old broken fat gray DS is finally getting some use again. =]
Title: Re: [V1.0a] Knytt Stories DS
Post by: Razzorman on July 29, 2010, 21:37:20
So, so thankful to this. Have a  :hiddenstar:. I have no idea what they do but other people did it so why not.
They do nothing. It's just for fun. C)
Title: Re: [V1.0a] Knytt Stories DS
Post by: rrc2soft on July 29, 2010, 23:13:21
So, so thankful to this. Have a  :hiddenstar:. I have no idea what they do but other people did it so why not.

Thanks! As Razzorman said, it is just for fun  C)

However there really is one crucial feature that's definitely missing: a restart feature. I don't think the importance of it can be overstated. It's not a huge deal, no, but I use it on almost every level I play. I always want to explore as much as possible, to I usually try to go the "wrong" way when I come to a fork first. I think the best way to do it would be to move map switching to select, and to put a pause menu on start with Restart, Quit to Menu, and maybe something like Music On/Off.

I actually did not implement that because I wanted the "go back to main menu" process to be soft and seamless. Anyway, will think on something (besides, there are a couple of bugs that someday I will need to solve  X-P )